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Babtti ^, Botonep, General €bttor 

GEORGE HERBERT BETTS, Associate Editor 



A Handbook of Games 
and Programs 

FOR CHURCH, SCHOOL, AND HOME 



By 
WILLIAM RALPH LA PORTE 

Professor of Physical Education, University of 
Southern California. 



^^^ 




THE ABINGDON PRESS 
NEW YORK CINCINNATI 






Copyright, 1922, by 
WILLIAM RALPH LA PORTE 
All Rights Reserved 



Printed In the United States of America 



mne72 

niA690165 



CONTENTS 

CHAPTER PAGE 

Editor's Introduction ii 

Preface 13 

I. SOCIAL LEADERSHIP 15 

Planning Programs 15 

The Spirit of the Leader 17 

Game Formations 19 

Sample Programs 20 

Mixed Party (High-School Age — 150 Guests) 
Get-Acquainted Games Skits 

Quiet Games Refreshments 

Active Games Group Singing 

Mixed Party (Adults — 100 Guests) 
Get-Acquainted Games Competitive Games 

Quiet Games Short Program 

Refreshments 

Stag Party (Adolescent Boys — 30 Guests) 
Dual Contests Refreshments 

Popular Songs 

Girls' Party (Adolescent Girls — 30 Guests) 
Quiet Games Short Program 

Active Games Refreshments 

Singing 

Correct Social Form 22 

Bibliography on Social Form 24 

II. GET-ACQUAINTED GAMES 25 

Ice Breakers 25 

Animals Neighbors 

Autographs Progressive Conversation 

Blind Animals Receiving Line 

Books and Authors Sack Shake 

Descriptions Scrapbooks 

Dime Gift Tucker Wants a Wife 

Name Twisting Yes or No 



CONTENTS 



CHAPTER PAGE 

II. GET-ACQUAINTED GAMES (Continued): 

Handling Social Groups (Dividing into Groups). . . 28 
Alphabetical Division Matching 
Broken Quotations Numbering ofiE by Fours, 
Family Party Sixes, etc. 
Library Score Cards 
Securing Partners 29 



III. 



Bidding for Partners 
Celebrities 
Chairless Partners 
Cobwebs 
Drawing Names 
Enveloped Partners 
Grand March 
Hit and Miss 
Library 
Marching 

ACTIVE SOCIAL GAMES 33 



Matching 
Program Cards 
Shoe Himt 
Selection 
Similar Acts 
Symphony Orchestra 
State Outlines 
Sttmtification 
Valentine Partners 



Balloon Goal 

Catch of Fish 

Catch the Cane 

Caterpillar 

Circle Tag 

Club Snatch 

Curtain Ball 

Deer Stalking 

Fox( Slap Jack) 

Going to Jerusalem 

Have You Seen My Sheep? 

Humming Birds and Snake 

Jacob and Rachel 



Lost Handkerchief 
Maze Tag 
Parcel Post 
Partner Tag 
Passing Objects 
Sculptor 
Slipper Slap 
Squirrel in Trees 
Still Pond. No More 

Moving 
Triple Change 
Wolf and Sheepf old (Cat 

and Rat) (Fox and 

Farmer) 



Keep Moving 
Last Couple Out 

IV. QUIET SOCIAL GAMES 41 



Animal Alphabet 

Beast, Bird, Fish 

Buzz 

Crazy Stories 

Cross Questions and 

Crooked Answers 
Crossed Scissors 
Do This, Do That 
Fly Away 
"He Can Do Little Who 

Can't Do This" 
Hickey Pickey Hokey Pokey This Is My Nose 
Horns Quaker Meeting 

Hunt the Ring Questions 



Huntsman 

I Love My Love 

Lightning 

Musical Instruments 

My Ship 

"P's and Q's" 

Pop-ity-pop 

Scandal 

Sculptors 

Statues 

Teakettle 



CONTENTS 



CHAPTER PAGE 

IV. QUIET SOCIAL GAMES (Continued): 

Quiet Games Which Require Paper and Pencil ... 47 
Cake Game Newspaper 

Composite Animals Novels 

Dot Menagerie Slang 

Flowery Romance Comic Story 

"Nation" Contest Telegrams 

(Partial List) Travel 

Hidden Flowers Word Making 

(Partial List) Pied Names of Presi- 

Nut Contest dents 

V. COMPETITIVE SOCIAL GAMES 52 

Fake Athletic Meets 52 

Track Events 53 

Bean Dropping Fan It 

Blow It Hopping Water 

Chew the String Pencil Balance 

Egg and Spoon Race Whistle It 

Obstacle Races 54 

Bottle Balance Folding Chair 

Bean Extracting Hobble Hurdle 

Backward Hop Hurdle Inflated Bag Race 

Race Knife Balance 

Backward Walk Paper Race 

BHnd Obstacle Pie Race 

Book and Umbrella Race PUlow Hurdle Race 
Candle Race Sack Bust 

Chair Race Sack Race 

Clothes Hanging Race Triple Obstacle Race 
Drain the Bottle Thread the Needle 

Elopement Turtle 

Feed the Blind Walk the Chalk Line 

Field Events 58 

Shot Put Broad Jump 

Discus JaveUn Throw 

High Jump Pole Vault 

VI. SOCIAL PROGRAMS ON SPECIAL THEMES 60 

Advertisement Party "Kid" Party 

Automobile Party Literary Evening 

Alphabet Social Musical Evening 

Backward Party Mother Goose Social 

Bonnet Bee National Evenings 

College Party Old-Fashioned Party 

Fad Party Old-Time School Party 

Flower Social Progressive Party 

Geographic Party States Party 

House Picnic Other Suggested Themes 
Hard Time Party 






CONTENTS 



CHAPTER PAGE 

VII. SOCIAL PROGRAMS FOR SPECIAL OCCASIONS. . 71 

April Fool's Day New Year's Day 

Christmas Saint Patrick's Day 

Foturth of July Thanksgiving Day 

Hallowe'en Valentine's Day 

Lincoln's Birthday Washington's Birthday 

VIII. SOCIAL STUNTS AND SKITS. ..'. 85 

Advertising (Charades) Italian Grand Opera 

Afraid of the Water Lyceum Bureau 

A Co-ed's Troubles Mind Reading 

Bride and Groom Musical Gymnasts 

Clairvoyant Panacea for All Ills 

Dwarf Exhibit The Pipe Organ 

The Goops Stage Scene 

Impersonations Ventriloquism 

Impromptu Artists Suggestions 

IX. PLAYGROUND GAMES 93 

Black and White Rope Rush 

Bombardment Rope Skip (Skipping 

Bull in the Ring Circle) 

Cap Tag Scrimmage Ball 

Chain Tug of War Sharp Shooting 

Chips (Stealing Sticks) Snatch the Handkerchief 

Circle Stride Ball Square Tag 

Dodge Ball Swat the Kaiser (Towel 

Hill Dill Tag) (Beetle Is Out) 

Hound and Rabbit (Whip Tag) 

Hunt the Fox Third Man 

Japanese Tag Three Deep 

Mat Tag Broncho Tag 

Pig in a Hole Touch Ball 

Poison Snake Weavers 

Prisoner's Base 

X. RELAY RACES loi 

Relay Formations loi 

Dividing into Teams Methods of Conducting 

Relay Races 

Events 102 

Indian Club Relays Hoop Relay 

Novelty Relay Races Jtmiping (for Distance) 

Automobile Jump Stick 

Chariot Leap Frog 

Centipede Monkey 

Caterpillar Message Relay 

Crab Obstacle 

Couple Passing the Hun 

Equipment Pony Express 

Forward Roll Relay Rescue 



CONTENTS 


7 


lAPTER 




page 


X. RELAY RACES (Continued) 


; Events: 


103 


Rescue (Double) 


Awkward Eating 




Shoes and Stockings 


Races 




Skin Snake 


Darkness 




Spry 


Nails 




Towel 


Sewing 




Under the Mat Relay 


Sack Race 




Wheelbarrow 


Three- Legged Race 




Comic Races (Suitable 


Types for Racing 




for Picnics) 


Wand Race 




XL PHYSICAL STUNTS 




109 


Individual Stunts 




109 


Ankle Throw 


Pick Me Up 




Backsliding 


Pick Up Spoon 




Catch Penny 


Pick Up Book 




Dog Jump 


Pray Do 




Eskimo Race 


Stenographer 




Eskimo Jumping Race 


Stork 




Hand Clasp 


Thimib Spring 




Head Spring 


Tight Rope 




Heel-and-Toe Spring 


Water Fall 




Hurdle 


Wooden Soldier 




Lath and Plaster 


Wriggle Walk 




Dual Feats and Contests 




III 


Arms' Length Tag 


Hello Mike 




Attack 


Indian Wrestle 




Blindfold Boxing Match 


Jug Handle 




Boundary Tug 


ICnee-and-Toe Wrestle 




Chinese Duel 


Long Reach 




Chinese Get-Up 


Lost Equilibrium 




Dog Collar 


Lunge and Hop Fight 




Dizzy Izzy 


Push and Pull 




Falling Soldier 


Rooster Fight 




Hot Hand 


Shoulder Shove 




Handcuff 


Smudge Boxing 




Hog Tie 


Strength Test 




Hand Wrestle 


Wand and Toe Wrestle 




Hats Off 


Wand Twist 




Harlequin Wrestle 


Wand Wrestle 




Bibliography 




117 



ILLUSTRATIONS 

Pig in a Hole Frontispiece 

Poison Snake Facing page 41 

Chain Tug of War Facing page 81 



EDITOR'S INTRODUCTION 

The program of the modern forward-looking church, 
school or community includes the recreational and so- 
cial as well as the distinctively educational in its plans 
and activities. Such a plan recognizes the significant 
truth that the proper use of leisure time is fully as im- 
portant a problem in present-day society as the profit- 
able use of work time. It acknowledges that the play 
and recreational interests often afford the most favor- 
able approach to youth, and one of the surest anchor- 
ages; by which to hold its young members from drifting 
away. Hence such new vocations within the church and 
community as "Director of Recreational Activities" and 
"Club Leader." Many of those who have assumed 
responsibility either professionally or in an amateur way 
for this phase of social enterprises have felt the need of 
a- compilation of suitable games, plays, etc., for use by 
different ages and different kinds of groups. 

Various books have been published in this field, some 
dealing chiefly with matters of theory, organization, and 
the like, and others outlining programs for certain special 
occasions. What has been lacking is a rich compendium 
of games, plays and social recreations so classified and 
described that leaders may with economy of time and 
effort build balanced programs from these materials 
suited to every possible occasion. 

This volume is offered to meet such a need. It con- 
tains over three hundred distinct play or game units, 
each with simple directions easily followed by an intel- 
ligent leader even without technical training. Practical 
suggestions are given and sample programs outlined in 

II 



12 EDITOR'S INTRODUCTION 

order to make the materials still more concrete and 
helpful. Recreational leaders who desire a fuller state- 
ment of principles and methods are referred to another 
volume of this series, The Church at Play, by Norman 
E. Richardson. 

There are two reasons why the editor offers the 
present volume to recreational leaders with especial con- 
fidence: one is Professor LaPorte himself, with his sure 
sense of fitness, his interest in the newer recreational 
program and his high professional skill; the other is the 
fact that all of the plays and games included in this list 
have been tested and proved by actual use in many 
social programs under the direction of the author and his 
assistants as well as by other leaders of young people. 



PREFACE 

Because of the increasing need for something practical 
in the way of a handbook on social and recreational 
activities, the author has undertaken to collect a large 
list of games and stunts suitable for many different pur- 
poses and arrange them in such a way as to make them 
easily available for all occasions. 

The arrangement is original as are also some of the 
games and stunts. Most of the material, however, has 
been collected from many sources, and through many 
avenues, from books and individuals, and from observa- 
tion. Many of the games are very old, and others are 
modifications and adaptations of old games. 

The chapters on "Social Programs on Special Themes" 
and "Social Programs for Special Occasions" were both 
arranged by the author's wife, Lura A. LaPorte. 

It has been practically impossible in most cases to 
attempt to give proper credit for games and stunts found 
in other books, for the same game could be traced, 
usually, to several different sources. The Bibliography 
contains the names of all books in which suggestions and 
materials were found; also other excellent books on 
games and play activities in general. 

Every effort has been made to use only games that 
have proved highly successful in practice. Many games 
were discarded because of certain weaknesses. 

The descriptions throughout are very brief, yet com- 
plete enough to be readily understood and followed by a 
leader who possesses imagination and ingenuity. The 
arrangement in chapters was made to fit the needs of 
the leader in selecting games suitable for different ocea- 
ns 



14 PREFACE 

sions. Games of certain definite types will be found 
grouped together, such as Competitive Social Games, or 
Active Social Games. In many cases a game would fit 
well under several different headings, but it is listed only 
once, to save repetition. An intelligent leader can readily 
see the various possibilities of adaptation of various 
games. Thus a game that may be Hsted under "Com- 
petitive Social Games" might also be suitable for a play- 
ground game, or an active social game, or a relay, etc. 
Any particular game can readily be found by referring 
to the Contents. 

W. R. L. 



CHAPTER I 
SOCIAL LEADERSHIP! 

Someone has said, "Anyone can put on a dance if he 
can afford to hire a hall and orchestra, but it takes a 
capable and energetic leader to provide a successful 
evening of social games." 

In the majority of cases when social programs fall flat 
it is because they have not been planned carefuUy and 
in detaU. If the program committee waits until a few 
moments before time to start before deciding what games 
will be played, the social is doomed to failure. If the 
same old games are played month after month, social 
interest will soon die. Where "Clap In, Clap Out" and 
"Winkum" continue to hold sovereign sway, it is not 
surprising that young folks go to the dance hall rather 
than the church social. 

Literary and artistic programs are good occasionally, 
but when the monthly social is featured regularly by 
certain local talent, in place of games and activities in 
which all can participate, the social interest must suffer. 

The material in the following chapters is planned to 
fill the need for activities in which all can take part. It is 
not in the form of programs, but is listed according to 
types of activities. From these the leader can build his 
own program to suit the needs of his public. 

Planning Programs 

Social programs should be made as varied and attrac- 
tive as possible. A good standard of procedure is to have 

iPor a more extended discussion of principles and methods of social and 
recreational leadership, consult Richardson, The Church at Play, The Abingdon 
Press, New York. Additional source materials are also found io this volume. 

15 



i6 GAMES AND PROGRAMS 

several active social games, several quiet games, and then 
a very brief but good program of songs and readings 
preceding refreshments. Or the formal program may be 
eliminated entirely. 

If desired to invite special guests to socials, such as 
school faculty members, preachers, strangers, etc., spe- 
cial written invitations should be sent to them. 

Plan all details of the affair well in advance, preparing 
for every possible emergency, so that the program may 
run through without a hitch. 

The leader, hostess, or members of the reception com- 
mittee should give special attention to receiving the 
guests, introducing them to others, seeing that congenial 
people get together, and, if possible, find time for a few 
pleasant words with each guest. Watch carefully to see 
that no one is neglected. Give special attention to bash- 
ful or backward people. 

The social committee should try to make as many as 
possible responsible for something on the program. 
Develop leaders by using different people on the com- 
mittee for various occasions. 

Refreshments should be suited to the occasion, the 
weather, etc. Use extreme care to see that refreshments 
are daintily and properly served. Crude service often 
spoils the effect of the entire evening for many people. 

Suggested committees: Reception, Program, Refresh- 
ments, and Decoration. 

Methods of advertising include posters, newspaper 
articles, announcements, bulletin boards in schools, 
blackboards in classrooms. 

A social of the right kind, in addition to giving enthusi- 
astic relaxation and enjoyment, should have a general 
effect of inspiration and elevation for all who attend. 
The rowdy spirit should never be present. Courtesy and 



SOCIAL LEADERSHIP 17 

refinement should be emphasized and practiced by aU. 
A spirit of unselfish consideration for the rights of others 
should be dominant. Self-discipline should be practiced 
at a church social as much as at a formal dinner. Healthy 
restraint is wholesome, and is entirely compatible with 
enthusiastic enjoyment. It has been said truthfully that 
the dance hall often is a much better training school in 
courtesy and refinement than is the average church 
social. 

The social games should not all be passive and quiet. 
The body as well as the mind needs exercising. The 
program should not be too strenuous, however, and 
should be adapted carefully to the place, conditions of 
climate and temperature, and the age of the guests. 

The Spirit of the Leader 

The social game leader should be dignified enough to 
maintain good order and attention, and strict enough to 
indicate that he is master of ceremonies, but should use 
great care not to create an impression of stiffness and 
formality. The spirit of fun and froKc must be created 
and maintained above everything else. 

Assume a glow of enthusiasm and animation so as to 
impress the entire group with the playful and joyous 
spirit. Once stimulated with the play spirit, the crowd 
will readily follow a leader. 

Be businesslike in handling a crowd, and be sure that 
you know exactly what to do every moment. Never 
make a mistake in games, and always have a new game 
ready to start before the old one gets tiresome. Never let 
things drag. A short, snappy program is most ideal. 

Be very definite and clear in instructions regarding 
games, and enthusiastic and energetic in directing them. 

Choose games that are interesting and enjoyable to all. 



i8 GAMES AND PROGRAMS 

Preferably use games in which the entire group is kept 
busy constantly. Get everyone into something, and keep 
things moving. In games which use only a part of the 
group at a time, see that different persons are chosen 
for each game, so that all may have opportunity to 
participate. 

If you want your next social to be well attended, see 
that the evening closes as enthusiastically and success- 
fully as it opens. Do not leave your final number or 
game to be selected by chance. Have a reason for it. 
Close the social promptly while the crowd is still enjoy- 
ing itself. 

If there is a tendency to form cliques at socials, plan 
the games in a tactful manner so as to break up the 
groups. 

A very serious problem that faces the leader is the 
adaptation of games to various groups. One often sees 
middle-aged people embarrassed by enthusiastic leaders 
insisting that they take part in games that they do not 
know or to which they are not well adapted. Younger 
people with timid natures are often embarrassed in a 
similar manner. The purpose of the social is to give to 
everyone the fullest measure of enjoyment. This result 
is best achieved by having some games that require little 
skiU and do not call special attention to individuals. 
Encourage the more tiniid ones in these games. Obvi- 
ously, it is unjust to insist on a timid, retiring person 
eating three or four dry crackers in front of dozens of 
laughing friends, as part of a competitive race. And yet 
this is often seen. The clever leader will get everyone 
into action without hurting feelings or causing embarrass- 
ment to any. 

Programs can be conducted more smoothly and 
activities directed more efficiently if the leader makes a 



SOCIAL LEADERSHIP 19 

wise use of assistants. Select several live young people 
to help out in emergencies and to assist in controlling 
groups. If possible, go over your plans with them be- 
fore the social. 

The leader will find group singing a great aid in 
brightening up programs, and in creating the proper play 
atmosphere. Popular songs may well be introduced at 
the beginning of the program, combined with a grand 
march or some of the get-acquainted games, in circle 
formation. It is often wise to close the evening's program 
by having the group gather around the piano after re- 
freshments have been served, and join the leader in a 
series of popular, patriotic, sacred, and comic songs. 

Game Formations 

There are three usual formations for the group games : 
Circle, Line, and File. 

Circle: The formation may be either single or double. 
A simple method of forming a circle is to ask the group 
to take hold of hands and form a circle quickly. If double 
circle is desired, have them count off by twos, after the 
circle is formed, and odd numbers step in front of the 
even numbers on their right. 

For large groups the double-column formation as in the 
Grand March may be used. This gives a double circle. 
If single circle is desired, have aU face inward, and the 
members of the inner circle step back and to the right 
of their partners. 

Line: For large groups use Grand March, and from 
column of twos have alternate couples go right and left 
to opposite sides of the room. Have them halt, face 
center, and form single lines by having the rear line mem- 
bers step up to the left of their partners. 



20 GAMES AND PROGRAMS 

For small groups: Simply indicate where each line is 
to form, and have them take their places. 

File: From two or more single line formations, have 
players face right or left, and then close up to the de- 
sired position for such games as relays. 

Sample Programs 

As an aid to beginners, four suggested programs are 
here outlined, using different types of activities. These 
are merely suggested combinations and are not neces- 
sarily recommended as set forms to be followed without 
modification. 

Mixed Party (High School Age — 150 guests) 
Get Acquainted Games: 
Grand March and popular songs. 
Tucker Wants a Wife (variations). 
Neighbors — single and double circles. 

Quiet Games (have several in center, or divide into small circles) : 

Hickey, Pickey, Hokey, Pokey. 

Pop-ity-pop. 

This Is My Nose. 

Active Games: 

Passing Objects (in circle) — clothespins, toy balloons, 

etc. 
Weavers. 
Balloon Volley Ball or Curtain Ball. 

Skits: 

A Co-ed's Troubles. 
Dwarf Exhibit. 



SOCIAL LEADERSHIP 21 

Refreshments: 
Ice cream and wafers served cafeteria style. 

Group Singing 

Mixed Party (Adults — 100 Guests) 

Get 'Acquainted Games: 

Blind Animals. 

Grand March. 

Neighbors. 
Quiet Games (if desired, divide into small circles) : 

Pop-ity-pop. 

Musical Instruments. 

Competitive Games (group divided into two teams) : 

Book and Umbrella Race — or Elopement. 

Chair Race. 

Candle Race. 

Clothes-Hanging Race. 

Thread the Needle. 

Bean Dropping. 

Balloon Passing Relay (line). 

Short Program of Music and Readings 
Refreshments: 
Punch and Wafers, serve from several tables. 

Stag Party (Adolescent Boys — ^30 Guests) 
Dual Contests: 
Hot Hand. 

Hand Wrestling Matches. 
Indian Wrestling Matches. 
Chinese Duel. 



22 GAMES AND PROGRAMS 

Deer Stalking. 
Club Snatch. 
Blindfold Boxing Match. 
Boxing Contests. 
Wrestling Contests. 

Refreahments: 

Doughnuts and apples, or Frankfurters. 

Popular SongSf gathered about piano. 

Girls' Party (Adolescent Girls — 30 Guests) 
Quiet Gaines: 

Animals. 

Hickey, Pickey, Hokey, Pokey 

Pop-ity-pop. 

Dot Menagerie, or Teakettle. 

Active Games: 

Club Snatch or Snatch the Handkerchief. 
Balloon Goal or Balloon Volleyball. 
Maze Tag (walking). 

Short Program of Readings, Music or Skits: 
Refreshments (divide into groups by using Broken Quotations): 

Sandwiches and chocolate. 
Singing: 

Correct Social Form 

"Manners," says Emerson, "are the happy ways of 
doing things." True courtesy is the expression of kindly 
impulses, and the best manners are the simple ways of 
showing kindness and consideration. A single act of 
rudeness is costly. Rudeness is either thoughtlessness or 
selfishness, usually the latter. One may be frank and 
sincere without being rude. 



SOCIAL LEADERSHIP 23 

Since much of social happiness and success depends 
upon the observance of customary social forms, a list of 
good books on etiquette is appended. Some of these 
will be found in most public libraries. A few general 
suggestions for social affairs are also submitted herewith. 

In giving introductions pronounce names clearly; 
always present a gentleman to a lady, a girl or boy to an 
older person, and a guest to a hostess. In receiving 
introductions gentlemen always rise if seated; hostesses 
always rise; other ladies rise except when receiving intro- 
ductions to gentlemen. A gentleman when introduced 
to a lady, waits to see if she offers her hand before ex- 
tending his own. In acknowledging introductions one 
may merely repeat the name of the person presented, or 
may say "How do you do," or "I'm glad to know you," 
or some other simple formaHty. 

In conversations be a good listener. A sensible com- 
ment occasionally is far better than a continuous flow of 
nonsense. Remember that the other person will appre- 
ciate you more if he gets to do most of the talking. In 
making conversation with strangers try by tactful ques- 
tion and cormnent to j&nd a common ground for con- 
versation. Be well informed on current topics, but be 
ready to credit the opinions of others. In listening to 
others be truly interested. Mental preoccupation ruins 
conversation. 

Don't monopolize the conversation or interrupt others 
unless absolutely necessary. Don't try to display knowl- 
edge, give unasked-for advice, contradict, argue exces- 
sively, or talk "shop." Don't repeat gossip or slander, 
parade private matters in public, or boast of birth, 
wealth, or friends. Never use flattery, nor ignore a well- 
meant compliment. 

When being entertained, enter heartily into the spirit 



24 GAMES AND PROGRAMS 

of the occasion; make it your chief interest to see that 
others enjoy themselves while you are having a good 
time. If you have social or artistic talents, be modest in 
their use, but do not insist on being coaxed. Make your- 
self interesting to others; if your partner is a disappoint- 
ment to you, do not show it; avoid the faintest semblance 
of snobbishness. Give special attention to bashful, back- 
ward, and timid folk. 

Bibliography on Social Form 

Green, W. C., A Dictionary of Etiquette, Brentano Publish- 
ing Company, New York. 
Hall, Florence Howe, Social Customs, Dana Estes & Co., 

Boston. 
Hall, Florence H., Boys' and Girls* Manners, Dana Estes 

& Co., Boston. 
Hardy, E. J., How to Be Happy Though Civil, Charles 

Scribner's Sons, New York. 
Holt, Emily, Encyclopedia of Etiquette, Doubleday, Page 

& Co., New York. 
Elingsland, Mrs. Burton, The Book of Good Manners, 

Doubleday, Page & Co., New York. 
Ordway, Edith, The Etiquette of Today, Sully & Kleinteich, 

New York. 
Roberts, Helen L., The Cyclopedia of Social Usage, G. P. 

Putnam's Sons, New York. 



CHAPTER II 
GET-ACQUAINTED GAMES 

Ice Breakers 

One of the most important things upon which the 
success of any social gathering depends is the way in 
which the guests are received, introduced, and made to 
feel at ease. A person cheerfully received feels hap- 
pier, and enters into everything far better for the 
rest of the evening. This depends not only upon the 
game played after everyone has arrived, but also 
upon what the first ones shall do until the others come. 
A good way to accomplish this is to ask in the invita- 
tions that each person bring a joke or riddle. These 
furnish laughter for any number of people. 

Animals : 

Pin name of an animal on each guest's back. The 
first one guessing what he is by questioning others, who 
in turn try to mystify him, is the winner. 

Autographs: 

Give each guest a blank booklet (either fancy or 
simple), with the word "autographs" on the first page. 
Small pencils should be attached. Object, to secure 
as many autographs as possible. 

Blind Animal: 

Pin name of animal on each guest's back, request- 
ing that he let no one see it. Supply pencil and paper 
to each on which to record those he can see. Rule: 
Do not stand with back against anything. 

25 



26 GAMES AND PROGRAMS 

Booke and Authors: 

Girls are given slips with names of books, and boys 
with names of their authors. These are pinned on the 
sleeves of the guests. "Books" when found by the 
"author" must talk to him five minutes about his other 
books. 

Descriptions; 

Give each man a paper and pencil. Introduce him to 
a lady with whom he converses for five minutes, after 
which he retires and writes minute description of her 
appearance. After ten minutes collect papers. Redis- 
tribute promiscuously to the men, who in turn search for 
lady described. Or, slips may be exchanged; men take 
turns reading the descriptions they hold, and others try 
to guess the one described. 

Dime Gift: 

Give a dime to every tenth person, telling him to keep 
silent count of those shaking hands with him. Let no 
one know who holds the dimes. The twenty-second per- 
son to shake hands with the holder gets the dime. 

Name Twisting: 

Have guests sit in circle with one vacant chair. Divide 
into couples, each exchanging names. The person next 
to the vacant chair calls name of someone present and 
person having that name at that time takes vacant chair. 
He then exchanges name with person on his left. 

Neighbors: 

Formation, single or double circles. One person in cen- 
ter points to one in circle, asking name of neighbor on 
right side. If not answered before ten counts, person 
caught goes to center. Neighbors change when told, 
avoiding former neighbors. (May be in double circle, one 



GET-ACQUAINTED GAMES 27 

partner behind other; outer circle numbers exchange 
places frequently, necessitating constant watchfulness 
on part of numbers of inner circle.) 

Prodi'essive Conversation: 

Have program cards with numbered topics. Men sign 
up cards for partners in conversation, for each topic. 

Receiving Line: 

Have regular receiving line, but when guests come give 
each a slip of paper, teUing him to make his handshake 
conform to description on slip. Example: Frenchman, 
continually bows; Chinaman, shakes hands with self; 
Debutante, languid, two-finger handshake, etc. 

Sack Shake: 

Tie a strong paper sack on each right hand, telling 
wearer not to remove it until worn out by handshaking. 

Scrapbooks: 

Give to each guest a booklet with an appropriate title 
on each page. Let them find pictures out of magazines 
furnished them, to illustrate the title, and paste in book- 
let. Stories of the lives of engaged people for whom a 
shower is given, or life histories appropriate to holidays 
prove interesting. 

Tucker Wants a Wife: 

Men form circle around circle of girls. March in 
opposite directions. When music stops, men grab a 
partner and turn about. When music starts, walk with 
partner untU it stops. Then men tiuii about and start 
again, securing new partners when music stops again. 

Or, secure partner when music stops, and stand and 
talk on certain topic, to be announced each time. 

An interesting modification of the last, sometimes 



28 GAMES AND PROGRAMS 

known as "Inquisition," consists of having the director 
call someone to center of circle and ask what he knows 
about the other person concerning name, occupation, 
native State, mutual acquaintances, Ukes and dislikes, 
etc. This, of course, is done after a moment or two of 
conversation between partners. 

yes or No: 

Give each person ten beans and have him engage in 
conversation without saying "Yes" or "No." Each time 
he uses either word he must surrender one bean to his 
partner in conversation. See who can win the most 
beans in a given time. 

Handling Social Groups (Dividing into Groups) 

Alphabetical Division: 

According to first letters of last names. Example of 
four groups, A to F; G to L; M to R; S to Z. 

Broken Quotations: 

Each guest is given a part of a quotation. The game 
consists in finding the complete quotation. When this is 
done the group is formed. 

Family Party: 

Each guest is given a card which assigns him to a 
family group. He searches for the rest of his family and 
takes his place with them. Example: Papa Dinkelspiel, 
Mamma Dinkelspiel, Peter Dinkelspiel, etc. 

Library: 

Names of authors posted around the room. Slips with 
names of books given to guests. Groups are then formed 
according to authors, all the books meeting at the 
designated places. 



GET-ACQUAINTED GAMES 29 

Matching: 

According to States of birth, States and cities, colors 
or tags, month of birth, complexion, color of hair, occu- 
pation, fat or lean, tall or short, etc. Names of ani- 
mals, birds, automobiles, pinned on. Slips with catchy 
phrases, such as "slow but sure" used. 

Numberzng off by Fours, Sixes, etc. : 
According to number of groups desired. 

Score Cards: 

Used for progressive games. Should indicate to what 
group each guest is assigned at the beginning. 

Securing Partners 

Bidding for Partners: 

Articles belonging to girls auctioned off to highest 
bidder. Box socials, etc. 

Celebrities: 

Cards distributed on which are written names of public 
or humorous characters, with the names of their partners 
on corresponding cards. Example: Pa Ticklepitcher 
searches for Ma Ticklepitcher, Mr. I. M. Smart for Mrs. 
I. M. Smart, etc. 

Chairless Partners: 

Two circles of chairs are formed with chairs facing out- 
ward. While music is playing, girls march around one 
circle and boys around the other. Music stops suddenly 
and aU try to get seats. The girl and boy left over be- 
come partners. One chair is removed from each circle 
whenever two drop out. Continue until all are paired 
off. 



30 GAMES AND PROGRAMS 

Cobwebs.* 

Various methods may be used. (Strings intertwined 
about room. Boys given one end, girls the other. They 
untangle the string until they meet.) 

Drawing Names: 

Names of girls written on slips and boys draw them. 
Slips may be placed in book, the pages turned, and the 
boys in turn take the slips and find their partners. 

Enveloped Partners: 

Write name of each woman present on a blank card 
and enclose it in a separate envelope. These envelopes 
are then suspended from a ribbon stretched across the 
room and the men are sent blindfolded to clip them 
down. 

Grand March: 

Boys line up on one side of room and girls on the other 
side. They march to meet each other, then march down 
the center of the room as partners. 

Hit and Miss: 

Ball of yarn with names of boys wrapped at intervals 
in it. Girls unroll ball, passing it around the circle. Each 
girl takes the name of the boy which comes to her first. 

Library: 

Girls given names of books. List posted library fashion. 
Boys draw books desired at the librarian's desk. 

Marching: 

In circles or lines, usually to music. When music stops 
or sign is given, boys grab partners. 

Matching: 
Pictures, rimes, hearts, quotations, songs, advertise- 



GET-ACQUAINTED GAMES 31 

merits (cut in half). Author and book, famous lovers, 
common dishes, such as "ham and eggs," flowers, animal 
crackers, names written on slips, riddles with answers. 

Program Cards: 

Boys secure signatures of girls as partners for the 
different games. 

Shoe Hunt: 

Shoes in pairs, cut out of various colored cardboard. 
These are concealed, half in one room and the mates in 
another room. Girls hunt for shoes in one room, boys in 
the other; then match. 

Selection: 

Men choose partners by selecting pair of feet under 
sheet stretched across doorway; or by pair of eyes look- 
ing through holes cut in sheet; or by silhouettes (shadows 
thrown on sheet or curtain). 

Similar Acts: 

Sneezing, laughing, grinning, etc., in accordance with 
instructions on slips of paper handed to guests. 

Symphony Orchestra: 

Guests are blindfolded and different instruments given 
to boys. One like each given to girls — mouth organ, pan 
and stick, bell, etc. Boy finds the girl who has the same 
instrument as himself. Very interesting for small groups. 

State Outlines: 

Names of States given to boys, State capitals given to 
girls. Thus they find their partners. Good for geo- 
graphical party. 

Stun tifica tion : 
Boys given slips of paper telling them to do some stunt. 



32 GAMES AND PROGRAMS 

Girls given slips telling what their partner will do. As 
the boys do their stunts the girls claim their partners. 
The stunt may be to imitate a certain animal, or some 
household activity, etc. 

Valentine Partners: 

Valentine hearts, numbered, are pinned on curtains. 
Boys are given corresponding numbers. Girls shoot with 
arrows or darts. The heart which a girl comes nearest 
hitting is hers. She snatches it, with the boy who has 
the same number. 



CHAPTER III 
ACTIVE SOCIAL GAMES 

Social programs are usually more refreshing and 
enjoyable when at least part of the evening is devoted to 
games for the group, involving more or less moving about. 
Mild physical activity in a social atmosphere is very 
stimulating. 

Care should be taken not to overdo the active games. 
It will be found advisable to introduce occasional quiet 
games to offset the others. When handling crowds that 
are overboisterous use special care not to give too many 
active games that might lead to rowdyism and rough 
actions. 

Balloon Goal: 

Players divided into red and blue teams, numbers being 
equal. Tape is stretched across four corners of room at 
height of five feet, forming two blue and red goals. Like 
goals are placed in opposite corners. Two or more bal- 
loons are tossed up in center of room. Red team tries to 
get red balloons in their goal, and keep the blue team 
from getting the blue balloons in the blue goals, and 
vice versa. Each goal made counts one point. 

Catch of Fish: 

Two teams, equal in number, start at opposite ends of 
room, and move toward center. Players of one team clasp 
hands and try to encircle players of opposite team. 
Players caught in circle are caught fish, and drop out of 
game, or join opponents. Fish that reach opposite end 
of room without being caught then become the net, and 

33 



34 GAMES AND PROGRAMS 

game goes on until all players of one side or the other are 
caught. (See also "Humming Birds and Snake.") 

Catch the Cane: 

Players form circle. Each has a number. One player 
in center of circle with finger on cane. He lifts finger, at 
same time calling some number. Person whose nimiber 
is called must catch cane before it falls to floor. If he 
does, he changes places with center player. 

Caterpillar: 

All but one sit in circle. Odd player stands in middle 
of circle and his chair is left empty. Object for odd 
player to try to sit in empty chair and the others attempt 
to stop him by continually moving one way or the other. 

Circle Tag: 

Some article is passed around circle, the player who is 
"It" trjring to tag the one who has the article in his hand. 
Player may start to pass article in one direction and then 
turn and pass it the other way, thus adding excitement 
to the game. A gymnastic form of this game in which 
volleybaUs, basketballs, etc., are tossed in various direc- 
tions across circle may be modified for social purposes 
by using toy balloons. 

Club Snatch: 

Two teams, equal in number, stand at opposite ends 
of room. A club or some other object is placed in center 
of room. Leader caUs numbers of players, and a player 
from each team starts for club. Either player may snatch 
the club and try to carry it behind his goal line without 
being tagged by the other player. If successful, one point 
is scored for his team; if tagged, the other side gets the 
point. 



ACTIVE SOCIAL GAMES 35 

Curtain Ball: 

Players of two teams stand on opposite sides of a high 
curtain, and toss or bat the ball back and forth, the object 
being to prevent the ball falling to the floor. One point 
is scored every time a team fails to return a ball. The 
excitement is increased by the uncertainty of the point 
at which the ball will appear. For social occasions toy 
balloons make the safest and most exciting balls. Several 
of these may be kept going at once. 

Deer Stalking: 

Deer and stalker blindfolded and placed at opposite 
ends of long table at given signal begin to move around 
it. Object for stalker to catch deer. Neither may run 
out into room. 

Fox (Slap Jack): 

Form circle. One player — fox — stays outside of circle 
and taps shoulder of player. Fox runs to left and one 
tapped to right, around circle. Object — for each to try 
and get back to position of one tapped. One left out is 
fox. 

Among the many variations of this game is one in 
which the circle holds hands, and a couple, holding hands, 
takes place of fox. Couple run around circle and strike 
clasped hands of some couple, who immediately run in 
opposite direction, as above described. (For social pur- 
poses, substitute walking for running.) 

Going to Jerusalem: 

Chairs placed in a row, facing alternately in opposite 
directions. One chair less than number of players. Odd 
player sa5rs, "I'm going to Jerusalem," and starts out 
walking around chairs. As he tags chair of player with 
his cane, that player must foUow him. Wh«i all are 



36 GAMES AND PROGRAMS 

marching that he intends to take with him, the music, 
which has been going, suddenly stops and everyone 
dashes for a chair. The one left out drops from the game, 
taking a chair with him. The music starts again and all 
march around again until music stops. This continues 
until there are just one chair and two players left. The 
one wins the game who gets this chair. ("Musical 
Chairs" is practically the same.) 

Have You Seen My Sheep? 

Player goes around circle asking, "Have you seen my 
sheep?" Another player asks, "What was he like?" First 
player describes the dress and general appearance of 
someone in circle. Second player guesses who is de- 
scribed. If he guesses right, he chases that player around 
the circle, trying to tag him before he can get back to his 
place again. If tagged, the person described becomes the 
questioner; otherwise "player two" becomes questioner. 

Humming Birds and Snake: 

Boys form chain by linking arms (Snake). Girls are 
Humming Birds. Any girl caught in a snake circle drops 
out of the game, and waits for her mates to be caught. 

Jacob and Rachel: 

All the players except two form a circle with hands 
clasped. The two extra players, named Jacob and 
Rachel, stand inside the circle. Jacob is blindfolded 
and, trying to catch Rachel, calls her name from time 
to time. Rachel answers by calling his name, but tries 
to change her voice, as she moves about, so as to deceive 
Jacob as to the place where she is standing in the circle. 
If Jacob catches Rachel, she is blindfolded, and another 
Jacob is chosen and the game goes on. 



ACTIVE SOCIAL GAMES 37 

Keep Moving: 

Players in circle, one player sings and goes through 
motions, other players imitating him. Leader repeats or 
sings, "One finger, one thumb keep moving," suiting 
action to the words, and gradually increases until 
players have eight fingers, two thumbs, two hands, two 
arms, two feet, two legs, one head, etc., moving. 

Last Couple Out: 

Formation, column of twos, with single player stand- 
ing at head of column. Single player calls, "Last couple 
out," and couple at rear end of colimm must divide and 
run forward, one at each side, and try to join hands in 
front of caller before he can tag either of them. If one 
is tagged, he takes place of caller, who forms couple with 
other runner at head of column. Caller is not permitted 
to look around to see couple running forward. 

Lost Handkerchief: 

Modern adaptation of the game, "Drop the Hand- 
kerchief." Circle moves slowly, or dancing in a circle, the 
players keeping their eyes closed. One person who is 
"it" has a handkerchief which he drops. At a given 
signal everyone stops and looks behind him. The person 
getting handkerchief pursues the person who dropped it. 

Maze Tag: 

Formation, column of sixes, eights, or tens, according 
to size of space, with some eight or ten squads in column. 
Have squads clasp hands and extend sideward arm's 
length. Then face left and clasp hands with ones in next 
squads on right and left, and again extend sideward arm's 
length. By clasping hands, lanes are formed in one 
direction; and upon facing left and clasping hands with 
new neighbors, lanes are formed at right angles to former. 



38 GAMES AND PROGRAMS 

One player is chosen as fox and one as chicken. Fox 
chases chicken up and down lanes, and when about to 
capture it, leader commands "Left face" or blows whistle, 
and new lanes are formed, throwing the two runners far 
apart. New runners should be chosen frequently. This 
may be adapted for social use by having runners walk. 

Parcel Post: 

Players sit in circle. Postmaster gives each of players 
a name of some city. One is blindfolded and put in center. 
Postmaster calls out, "Post going from Putney to Hong- 
Kong." Players with these names must change places 
without being caught by blind man or letting hun get 
their chairs. When "Parcel Post" is called, all change. 
First caught is blind man. 

In a simpler form of this game, known as "Numbers 
Change," all players are numbered instead of named. 
The leader, or "It," in center may or may not be blind- 
folded. He calls for exchange of two or more niunbers, 
such as 3, 5, q, lo, 15, 27. During exchange he tries to 
secure a seat. The one left out becomes "it." 

Partner Tag: 

One runner and one chaser. Rest of players form in 
circle and lock arms in couples. Runner may save him- 
self from being tagged by locking arms with one player 
of a couple. The other player of the couple then becomes 
runner. If runner is tagged he becomes chaser, and his 
chaser becomes rumier. 

Passing Objects: 

Group divided into two divisions, and arranged in 
opposing lines, files, separate circles, or in one large circle 
with opponents alternating. Object of game is to pass a 
number of objects, one at a time, from one end of line 



ACTIVE SOCIAL GAMES 39 

to the other, or around the circle, taking them from 
basket at head of line and depositing in another basket 
at end of line. If the single large circle formation is used, 
division into sides may be secured by forming the circle 
and then counting off by twos. Objects may then be 
passed around circle in the same or opposite directions, 
the ones passing to ones, and the twos to twos only. 

Sculptor: 

One player is called a sculptor. While he is looking at 
the others they dare not move, and are to remain in a 
fixed position like statues. The sculptor turns his head 
and counts seven. During the count the players may 
move; but when the sculptor turns around, if anyone is 
moving he is sent back to the starting point and must 
start over again. The object is to get to the other end 
of the room without being caught by the sculptor. The 
last one across the room becomes "It." 

Slipper Slap: 

Form circle shoulder to shoulder, one in center. 
Players pass slipper (roUed towel, etc.) from hand to hand 
behind their backs, taking every opportunity to slap one 
in center with sKpper. One in center tries to catch one 
who slaps him before slipper is passed on. 

Squirrel in Trees: 

Players stand in groups of threes, with hands on each 
other's shoulders forming trees. In each tree is player 
representing squirrel. One odd squirrel without a tree. 
Upon signal, all squirrels must exchange trees, the odd 
squirrel trying to secure a tree in the scramble. The one 
left out becomes odd squirrel for next time. Players 
forming trees should change off with squirrels occa- 
sionally. 



40 GAMES AND PROGRAMS 

Still Pond. No More Moving: 

One player is blindfolded and placed in the center of a 
group of players. The blind one counts out loud as 
rapidly as he can, up to ten, during which time the 
players are to rush away from him as far as they can get. 
As soon as he reaches ten, he cries, "Still pond, no more 
moving," and the players must stand perfectly still. 
Three steps are allowed the players, which they may use 
at any time to avoid being caught. After a player is 
caught and identified, he in turn is blindfolded and be- 
comes "it." 

Triple Change: 

Form circle with several standing in center. All 
players number off by threes. Players in center take 
turns calling each number, as "One!" Then all of players 
in circle numbered "one" must change places with each 
other, the person who called number trying to catch 
"one" as he runs to new place. Player caught exchanges 
places with caller. 

Wolf and Sheepfold (Cat and Rat): 

Players form circle with lamb (one player) in the 
center of the circle and wolf (another player) outside the 
circle. Wolf tries to break through the clasped hands of 
the circle. If he succeeds, the players on the other side 
of the circle must let the lamb out of the circle, and then 
clasp hands tightly, preventing the wolf from escaping. 
If the wolf again breaks through the clasped hands, the 
lamb is again admitted to the circle, the object being to 
prevent the wolf from catching the lamb. When lamb 
is caught he becomes the wolf, and another lamb is 
chosen. 




hjLM 



CHAPTER IV 

QUIET SOCIAL GAMES 

Games of the quiet type may be made very interesting, 
especially for small groups. As a rule, it is inadvisable to 
build up the entire program from quiet games, but, 
rather, to plan a fair mixture of mildly active and quiet 
games. 

Animal Alphabet: 

Two sides; person from each side names animal be- 
ginning with letter "a." Alternate in turn untU a player 
cannot think of any more "a" animals. That side gives 
up a player to other side. Begin again with "b," etc. 
Time limit. Side having more players wins. 

Beast, Bird, Fish: 

Players are seated in a circle. One player stands in the 
center with a soft ball made by crushing paper or knotting 
up a handkerchief. This is thrown at one of the players 
by the one in the center, who says quickly, "Beast, bird, 
or fish," then repeats one of these classes and immediately 
counts ten. The player designated must name some 
beast, bird, or fish, according to the class last named by 
the thrower, before the latter has finished counting ten. 
Failing to do so, he changes places with thrower. 

Buzz: 

One of the players starts the game by saying "one," 
the next "two," the next "three," etc., until "seven" is 
reached, when the word "buzz" is substituted for it. 
The next player says "eight," and so on, up to a multiple 
of "seven," or any word in which "seven" occurs, such 

41 



42 GAMES AND PROGRAMS 

as seventeen, twenty-seven, thirty-seven, etc. When 
"seventy" is reached the counting proceeds as "buzz," 
"buzz-one," "buzz-two," etc., and seventy-seven is 
"buzz-buzz." Whenever a player says a number instead 
of "buzz," or says "buzz" in the wrong place, he must 
start the game over again by saying "one." The game 
may also be played by having each player who misses 
drop out of the game. 

Crazy Stories: 

Cut exciting short stories into paragraphs. Mix and 
pass out to players seated in circle. One reads paragraph 
to start and reading continues to left. A queer story 
results. 

Cro3a Questions and Crooked Answers: 

Boys given funny questions by boy, and girls given 
funny answers by a girl. Line up facing each other and 
read questions and answers. 

Crossed Scissors: 

A pair of scissors is passed from hand to hand about a 
circle, each player saying as he passes them "I pass them 
crossed" (or "uncrossed"). In the first case he should 
have his feet or hands crossed; in the second case, be 
careful to keep them apart. Scissors may be in any 
position. The point of the game is to keep the secret of 
the formula from the uninitiated as long as possible, 
hence care should be taken to give the impression that 
the secret is in the position of the scissors. 

l>o This, Do That: 

In this game one player represents a sergeant and the 
others are soldiers whom he is detailing. When he makes 
an action and says "Do this," the others have to imitate 
him; when he says "Do that" they must take no notice. 



QUIET SOCIAL GAMES 43 

Fly Away: 

Circle formation. All place first finger of right hand 
on knee. Leader raises finger suddenly saying, "Fly 
away" (something). If that something can fly, others 
must raise finger; but if it cannot fly, others must not 
move. Give forfeits for mismoves. 

"He Can Do Little Who Can't Do This": 

One boy takes a stick in his left hand, and thumps the 
floor with it, saying "He can do little who can't do this." 
Then he hands the stick to another player, who will 
probably use his right hand when holding the stick and 
thumping. If he does, he is told he has failed in the simple 
task and the stick is handed to another. The game goes 
on until someone discovers that the secret of the trick 
is to copy the leader exactly and therefore the stick must 
be held in the left hand. 

Hickey Pickey Hokey Pokey: 

Players seated in circle. "It" in center points finger 
at some player and says "Hickey Pickey Hokey Pokey." 
Player must call out name of his next-door neighbor on 
right before "it" finishes word or exchange places with 
him. Seats should be changed often so players will learn 
names of several others. 

Horns: 

Similar to "Simon says." All seated, forefingers placed 
on knees or table. Leader says, "All horns up," "Cat's 
horns up," "Cow's horns up," etc. If animal with horns 
is named players must obey, otherwise disobey. All fail- 
ing drop out until the game is through. 

Hunt the Ring: 

Players seated in circle, holding in their hands a string 
tied at the ends to form a circle, a ring having been placed 



44 GAMES AND PROGRAMS 

on string before tying. Players keep hands moving back 
and forth on string, passing ring on whenever it comes 
to them. "It" in center tries to find the ring in someone's 
possession. If he succeeds, that player becomes "It." 

Huntsman: 

All leave room while leader hides given object, then re- 
enter. When object is seen person takes a seat without 
disclosing its location to others. Continue until all are 
seated. First one is new leader. 

I Love My Love: 

Players seated in circle. Leader starts with series of 
questions about "My Love" which must be apswered 
according to the letters of the alphabet. The A's might 
run this way: "I love my love with an A, because he is 
Adorable. His name is Anthony and he lives in Andover." 
Next player takes letter B, etc. Each player must tell 
the story, fill in the missing ideas with his special letter 
of the alphabet. Should he fail, another player may fill 
in the gap, move up the line to take place of person who 
failed. Player who stays longest at the head of the line 
may have the prize that has been agreed upon. 

Lightning: 

Two sides; person from each side leaves room. When 
called in they are told first letter of word decided upon 
by company. Must mention every word they know be- 
ginning with letter. Two minutes is time limit. One 
mentioning more words wins. 

Musical Instruments: 

Players seated in circle. Each player chooses some 
instrument to play. "It" in center steps before some 
player and putting thumbs to ears wiggles his fingers. 
Player must immediately imitate his own musical instru- 



QUIET SOCIAL GAMES 45 

ment, such as trombone. "It" will then start imitating 
the same instrument, and other player must go through 
movement just executed by "It." As soon as "It" 
changes, other player must change action. If "It" can 
get player doing same action as his, they must exchange 
places. 

My Ship: 

Circle formation. One starts by sajang, "My ship is 
loaded with apples," or any noun starting with "a." Next 
repeats same, and adds an object starting with "b," such 
as "bread." Each in turn repeats and adds a new noun 
alphabetically. 

"P's and Q's": 

Players sit in circle and one stands in middle, asking 
each in turn a question, as: "The Sultan of Turkey has 
gone forth to battle. Tell me where he has gone, but 
mind your P's and Q's." The one questioned must answer 
before questioner counts ten, naming a city in Turkey 
beginning with a letter before P in the order of the 
alphabet. Other questions which can be asked are : "The 
circus has come to town; tell which animal roared the 
loudest? Which came from Africa? Which had horns 
and hoofs?" etc. Each person must answer quickly or 
lose his place in the game. 

Pop-ity-pop: 

Players seated in circle. "It" in center points finger at 
some player and says, "Pop-ity-pop!" Other player tries 
to say "Pop" before "It" completes his word. If not 
successful, he must change places with "It." If circle is 
large, have several players in center at once. When "It" 
points finger without saying anything, the player must 
maintain silence. 



46 GAMES AND PROGRAMS 

Scandal: 

Players sit in long line or circle. First turning to sec- 
ond, whispers rapidly some remark. Second whispers it 
exactly as he heard it, to third player, and so on until 
the line is finished. The last player then whispers it to 
the first player, and first player repeats his original re- 
mark to the company, and follows it with the form in 
which it just reached him. 

Sculptors: 

A number of cards corresponding to the number of 
the guests are labeled with the names of different animals. 
Each guest is given a card and a stick of gum. All the 
guests chew the gum, and then with it mold an animal 
representing the one named on the card. The cards are 
then taken up and judged. Prizes are given for the best, 
and aU are displayed upon a table. 

Statues: 

Players choose what position they will assume and be- 
come as still and as silent as statues. One player is 
"Judge." It is his business to try to make the statues 
laugh. All who laugh pay forfeits, but the one who keeps 
his face grave longest becomes "Judge." 

Teakettle: 

One player is sent from room. Remainder of group 
decide upon a word with more than one meaning, such 
as "can." The other player is then called in and asks 
questions of the group. The answers should all contain 
the hidden word, but the word "teakettle" should be 
used in place of the word. The one whose answer reveals 
the word becomes "It" for next time. 

This is zny Nose: 
Leader points to someone and takes hold of her own 



QUIET SOCIAL GAMES 47 

ear, saying, "This is my nose." That person has to point 
to her nose and say, "This is my ear," before leader 
counts ten. 

Quaker Meeting: 

The player who is "It" goes to each person and says, 
"Brethren, this is a very solemn occasion." He says it in 
a comical manner, tr5dng to make them laugh. Any who 
laugh must pay a forfeit, or the first one he makes laugh 
must change places with him. 

Questions: 

Players sit in circle, with "It" in center. "It" goes 
about asking questions of various players. The question 
must be answered, not by the one addressed, but by the 
player on his right. Any player answering a question 
addressed to him, or failing to answer one addressed to 
player on his left, changes with questioner. 

Quiet Games Which Require Paper and Pencil 
Cake Game: 

Person who is leader gives out questions, and the 
others try to guess the answers, writing them down in 
the order the leader gave them out. These are a few of 
the possible questions: "What kind of a cake would the 
cook bake for a milkman? (Cream Cake); a miUiner? 
(Ribbon Cake); a farmer? (Fruit Cake); a geologist? 
(Layer Cake); a carpenter? (Plain — "plane" — cake); a 
dog-catcher? (Pound Cake); a baby? (Patty Cake). 

Composite Animals: 

Name five animals. Provide each with drawing ma- 
terials and have drawings represent at least one charac- 
teristic of each animal in one animal. Prizes may be 
offered. 



48 GAMES AND PROGRAMS 

Dot Menagerie: 

Each person is given a lead pencil and paper and draws 
five dots (large) scattered far apart. Players then ex- 
change papers and try to connect the dots by lines so 
as to make a wild animal. Prizes may be given for the 
best and the worst dot animal. 

Flowery Romance: 

1. The heroine's name and the color of her hair — 

Marigold. 

2. The hero's name and what he wrote with — ^Jonquil. 

3. Their favorite pastime in winter — Snowball. 

4. What he did when he proposed — Aster. 

5. The ghastly trophy which he offered her — Bleed- 

ing Heart. 

6. What she said when he knelt before her — Johnny- 

jmnp-up. 

7. The person to whom she referred him — Poppy. 

8. The hour for tlie wedding — Four-o'clock. 

9. The maid-of-honor and the color of her eyes — 

Black-Eyed-Susan. 

10. The disposition and name of the best man — Sweet 

William. 

11. The four bridesmaids — Lily, Rose, Daisy, Mar- 

guerite. 

12. The color of their dresses — Pink, Lilac, Violet, 

Heliotrope. 

13. What the bride wore in her hair — Bridal- Wreath. 

14. What she wore on her feet — ^Lady's Slippers. 

15. The clergyman — Jack-in-the-Pulpit. 

16. The number of guests that attended the wedding — 

Phlox. 

17. The minister's fee — Shepherd's Purse. 

18. The length of their happiness — Everlasting. 



QUIET SOCIAL GAMES 49 

"Nation" Contest (Partial List): 

1. A popular flower — Carnation. 

2. To give — Donation. 

3. Putting off — Procrastination. 

4. The taking of vows — Ordination. 

5. "Seeing things" — Hallucination. 

6. Ordered by the Board of Health— Vaccination. 

7. Common in Russia — Assassination. 

8. One's fancy — Imagination. 

9. Disobedience — Insubordination. 
10. The end — Termination. 

Hidden Flowers (Partial List) : 

1. An amiable man — Sweet William. 

2. The pulse of the business world — Stocks. 

3. A title for the sun — Morning-glory. 

4. A bird and a riding accessory — ^Larkspur. 

5. A pillar of a building and a syllable that rimes 

with dine — Columbine. 

6. A flower between mountains — Lily of the Valley. 

7. A dude and an animal — Dandelion. 

8. The place for a kiss — ^Tulips. 

9. A wild animal and a bit of outdoor wearing ap- 

parel — Foxglove. 
10. The result of Cupid's arrows — Bleeding Heart. 

Nut Contest: 

Players are given slips of paper with the following lists 
of questions to which in fifteen minutes they must write 
the answers. There can be no comparison of answers or 
help of any kind, and the longest list of correct answers 
wins the game: 

What nut grows at the sea-shore? (Beechnut) 
What nut incloses a city in China? (Walnut) 



50 GAMES AND PROGRAMS 

What nut does a schoolmaster love? (Hickory nut) 
What nut did Captain Kidd use? (Chestnut) 
What nut colors eyes? (Hazelnut) 
and as many other queer nuts as the hostess can think of. 

Newspaper: 

Each individual or group is assigned section of news- 
paper to write, such as "Want Ads," "Divorces," 
"Sports," "Editorials," etc. Editor and staff put to- 
gether and read. Personalities are good if they are well 
acquainted. 

Navels: 

Each writes a short paragraph of a love story with a 
given plot. Leader puts story together and reads. 

Slang: 

One writing greatest number of slang words in given 
time wins. 

Comic Story: 

Write a short comic story on given subject, such as 
"The Weaker Sex." Exchange and read. 

Telegram: 

Piece of paper given each with ten letters on it. Per- 
son must fill in words, using each letter to begin a word. 
Have telegrams read to the others. 

Travel: 

Write one himdred words on subject, "How would you 
spend $300 given you for the purpose of travel, which 
must not be used for anything else?" Read and give 
prizes. 

Word Making: 
A word is chosen with a fair variety of letters in it, 



QUIET SOCIAL GAMES 5 1 

such as "granulated," "telephonic," and each player 
writes down all the smaller words that can be made from 
it, without using the same letter twice in one word, 
though a word with two "a's" in it might be made, as 
"granulated" itself has two "a's." The one who has the 
most words wins. 

Pied iVames of Presidents (Partial List) : 

1. Man in cab or hall. (Abraham Lincoln) 

2. Yes, glass turns. (Ulysses S. Grant) 

3. Son rock and Jew. (Andrew Jackson) 

4. Willie mink clay. (WiUiam McKinley) 

5. Carver delve long. (Grover Cleveland) 

6. If gales mead jar. (James A. Garfield) 

7. Oft John fears men. (Thomas Jefferson) 

8. O shagging rantwe. (George Washington) 

9. Jay chins quondam. (John Quincy Adams) 
. 10. Knife lancer rip. (Franklin Pierce) 



CHAPTER V 
COMPETITIVE SOCIAL GAMES 

Competitive games have a distinct place in the social 
program, and it is possible to arrange a very attractive 
evening's entertainment on a competitive basis. This 
may be in the form of the so-called "Fake" or "Indoor 
Athletic Meet," or under some other striking head. If 
desired, the competitive games may be made merely a 
part of the evening's entertainment. 

Experience has demonstrated that an easy way to 
handle a large crowd is on the competitive basis, with the 
group divided preferably into two separate teams, ar- 
ranged on opposite sides of the room, with captains to 
select representatives for various games, and yell leaders 
to stir up enthusiasm. If possible, see that every member 
of each team takes part in at least one game. Make the 
competition exciting and comical. 

For convenience, the events suggested are listed under 
the headings of "Dashes," "Obstacle Races," and "Field 
Events." 

Fake Athletic Meets 

The Fake Athletic Meet is a take-off on the customary 
track and field meets held in schools and colleges. Under 
the names of various events ridiculous stunts are given. 
The whole atmosphere is one of fun and laughter. The 
meet may be extensive and highly organized, providing 
an entire evening's entertaimnent; or it may be made 
merely a part of a larger program. 

It is advisable to have judges and officials equipped 
with score cards, tape measures, chalk, string, and other 
necessary equipment; an announcer, with a megaphone 

52 



COMPETITIVE SOCIAL GAMES 53 

or strong voice; and a blackboard on which the score 
can be kept. 

The meet should be adapted to fit the size of the group, 
place of meeting, age of contestants, etc. Keen competi- 
tion can be secured by dividing the group into one or 
more teams named for colleges or high schools; using 
flags, pennants, banners, yells, and songs. YeU leaders 
and captains of teams should be selected and the re- 
sponsibility placed on them for selecting representatives 
for the various events, and for arousing enthusiasm. 
Much of the success of the meet wiU depend upon the 
smoothness and promptness with which it is conducted. 

Each team captain should be given a program of 
events, with instructions to select the proper number of 
representatives for each event. The groups may be com- 
posed of natural organizations within the larger group in 
some cases, such as Boy Scout Patrols, Sunday school 
classes; or they may be selected at random by some of 
the various methods suggested elsewhere for dividing 
into groups. 

Scoring should be made according to regular track 
method; 5 points for first place; 3 for second place; and 
I for third place. 

The events listed here are merely suggestive, and pro- 
vide sufficient material for many such programs. A little 
thought will suggest many other adaptations of events. 

If desired, prizes of some kind may be prepared to give 
to the winning team. 

Track Events 

(May be called 50 yd., 100 yd., 220 yd., 440 yd., etc.) 
Bean Dropping: 
Place milk bottle on floof. Give each person handful of 



54 GAMES AND PROGRAMS 

beans. Have him stand erect and with arm outstretched 
at side horizontal, drop beans into bottle. 

Blow It: 

Have cornucopia shaped papers on strings and have 
players blow them a certain distance to a goal line. 

Chew the String: 

A marshmallow or prune is placed in middle of long 
string. Couples take opposite ends of string in mouth. 
At signal all start chewing on the string. Couple reach- 
ing center first wins. 

Egg and Spoon Race: 

Player carries blown egg shell in teaspoon, hand ex- 
tended, with other hand behind him. 

Fan It: 

A fan and a piece of tissue paper, or feathers, are given 
each player. Score on one that blows paper to goal and 
back. 

Hopping Water: 

Hop 20 feet with glass of water in the right hand. 

Pencil Balance: 

Lay a pencil across the toes of the foot and walk a 
certain distance without displacing it. 

Whistle It: 

Each contestant must eat a large cracker and whistle 
a tune — which can be recognized by the judges. The one 
who finishes whistling tune first wins. 

Obstacle Races 

Bottle Balance: 
Sit on large bottle lying on its side, legs extended, with 



COMPETITIVE SOCIAL GAMES 55 

right heel on left toe. Contestant who succeeds in thread- 
ing needle in shortest time while sitting in this position, 
wins. 

Bean Extracting: 

Player, looking in mirror, removes beans from cup in 
hand with spoon and places them in cup on head. 

Backward Hop Hurdle Race: 

Contestants hop backwards over line of small objects. 

Backward Walk: 

Walk backward length of room without looking over 
shoulder. 

Blind Obstacle: 

Prepare obstacle course of several piles of books or 
other smaU objects, placed a few feet apart. Blindfold 
players after letting them observe position of obstacles. 
Then remove obstacles quietly just before starting race. 
Encourage runners to jump high, etc. 

Book and Umbrella Race: 

Couple from each team. Each contestant is given 
raised umbrella and armful of books, and must run 
around goal at opposite end of room and back to starting 
point, keeping together. Any books dropped must be 
picked up. 

Candle Race: 

Contestants carry lighted candle length of room and 
back, circling chair placed in center. If candle goes out, 
runner returns to starting place to relight it. 

Chair Race: 

Double row of chairs, back to back. Number ones on 
each side run around chairs; returning they touch off the 
next person. Race won as last man returns to chair. 



56 GAMES AND PROGRAMS 

ClotheB Hanging Race: 

Teams in relay formation, players working in couples. 
First couple in each team starts with suitcase filled with 
old clothes of all descriptions. They run to point where 
line has been erected, and together hang out all clothes 
in their suitcase. They then run back to start, give 
suitcase to next couple who go and take clothes from 
line, etc. Continue until all couples have run. 

Drain the Bottle: 

Each contestant given baby's milk bottle filled with 
milk or water. On signal race to see which can drain 
bottle first. 

Elopement: 

Couple from each group given suitcase containing both 
boy's and girl's hat and coat. Each must don these; run 
to goal; take them off; return them to suitcase and run 
back to starting point. Next couple repeats operation, 
etc. 

Feed the Blind: 

Two contestants from each team are blindfolded. Girl 
is given five or ten peanuts which she must shell and 
feed to her partner; or ice cream, or cup of milk and 
crackers may be used. 

Folding Chair: 

Teams in columns of couples. Girl holds boy's arm. 
Boy carries folded chair. Run to goal, girl sits in chair, 
return, give chair to next couple. 

Hobble Hurdle: 

Hobble contestants with sacks or rope. Barriers of 
pasteboard or other light material placed across room. 
Contestants jump or wiggle length of course. 



COMPETITIVE SOCIAL GAMES 57 

Inflated Bag Race: 

Place strings across room; one for each group. An 
inflated paper bag should be attached to each string by 
means of a hairpin, so that it may be blown along the 
string. Suspend string taut at height of five feet. Con- 
testants blow inflated bags along strings. 

Knife Balance: 

Place peanuts, potatoes, popcorn, or other objects at 
one end of room. Contestants carry them on knife to 
opposite end of room. 

Paper Race: 

Each contestant is given three pieces of paper (news- 
papers are satisfactory). All three held in hands at start; 
then used alternately to step on throughout race. Con- 
testant must not step on floor, and may not place more 
than one foot on piece of paper at one time. 

Pie Race: 

Contestants eat pieces of berry pie without use of 
hands. 

Pillow Hurdle Race: 

Contestants jump blindfolded over pillows placed at 
intervals on floor. Stepping on pillow disqualifies player. 

Sack Bust: 

Group is divided into two divisions, arranged in two 
opposing lines or in two circles. Each player is equipped 
with one inflated paper bag. On signal, player at head 
of line strikes his bag with hand, bursting it with loud 
report, and immediately hands the remains to next in 
line, who bursts his bag in similar manner, and passes the 
remains to next player. Continue to end of line. 



58 GAMES AND PROGRAMS 

Sack Race: 

Competitors have legs tied in sacks, and jump along 
to goal in this position. 

Triple Obstacle Race: 

Three chalk lines made on floor five to seven feet apart; 
player from each group stationed at each line. At start- 
ing signal, first player eats one cracker; nms to second 
line and whistles. Second player then pushes peanut or 
potato with finger to third line. Third player then runs 
to wall into which a needle is stuck, pulls a hair from 
head and threads needle, v^ithout touching needle with 
hands. 

Thread the Needle: 
Thread needle, unthread, and pass on to next. 

Turtle: 

Cut turtles out of heavy cardboard. Pimch holes in 
heads and pass strings through; tie one end to chair. By 
pulling the string and then letting it slack the turtle will 
be made to move. Flop the turtle over and it will move 
in opposite direction. Race to line and back. (The kind 
of animal is immaterial. Boats are often used.) 

Walk the Chalk Line: 

Player walks along irregular chalk line or string laid 
on floor while looking through large end of opera glasses. 
Score according to distance walked before losing balance 
or before stepping ojff line. 

Field Events 
Shot Put: 

I. Toss feather weighted with coin or other light 
object. 



COMPETITIVE SOCIAL GAMES 59 

2. Inflated paper bags may be used; weights attached 

if desired. 

3. Toss peanuts into mouth of milk bottle from dis- 

tance of four or five feet. Best out of ten trials 
wins. 

4. Place small candy on nose. At signal juggle it into 

mouth. 

Diacus: 

Paper plates or flexible cardboard discs are thrown by 
players from circle. Measure distances. 

High Jump: 

Contestants from each team line up and test range of 
voices. Boys preferred; or both boys and girls. One 
having greatest range wins. 

Broad Jump: 

Contestants from each team line up and have their 
widest grin measured with a tape measure. 

Javelin Throw: 

Fix small sticks with feathers in one end, to form darts. 
Contestants throw the darts for distance. 

Pole Vault: 

Contestants jimap (or step) over stick held tightly in 
both hands. 



CHAPTER VI 

SOCIAL PROGRAMS ON SPECIAL THEMES 

It is often desirable to plan the evening's program 
around a central theme, arranging games, decorations, 
costimies, refreshments, and all activities in such a 
manner that they will conform as closely as possible to 
the dominant note of the evening. For example, if a 
Backward Party is given, have everything done back- 
ward throughout the evening. 

Advertisement Party: 

Print invitations to resemble ads. Ask each person to 
wear something suggestive of a well-known advertise- 
ment and let the crowd guess the ads. 

Paste large ads to cardboard and cut into five or six 
pieces. Distribute these among guests and ask them to 
arrange the pieces properly. Each group then puts on a 
charade to represent its advertisement. 

"Billboard" is a game where one person is seated with 
his back to the group. A large advertisement is then 
pinned to his back and the audience throws out hints as 
to what it is. The one who gives it away must take the 
place of the biUboard. 

For refreshments, serve articles well known in ads, 
such as jeUo, Campbell's products, etc. 

Automobile Party: ^ 

Arrange a guessing contest based on names of well- 
known cars. 

I. What car carries a warning in its name? Dodge. 

60 



SPECIAL THEMES 6i 

2. What car reminds you of Dan Cupid? Pierce- 
Arrow, etc. 

Divide the guests into groups and give each one the 
name of some car. Then put on a series of races between 
the groups. 

Arrange a pantomime skit illustrating a ride in a 
Ford. Have a puncture, plenty of cranking, etc, to give 
action. 

Alphabet Social: 

Invite the guests to come and learn their a, b, c's. 
Pin a large letter on each one. Only persons whose letters 
form a word may talk together. Each word which he 
helps to form is recorded by the guest on a card. At a 
given time call for scores and award a suitable prize to 
one having the longest list. Next line up two complete 
alphabets (a letter to a person) and have a spelling match. 
The leader calls out a word and each side tries to be the 
first to spell it by getting the people together to form 
the word. The side winning scores a point. (Where the 
same letter occurs twice, the person wearing that letter 
must stand in the first place where it occurs and then 
move to the second place.) 

For progressive games at tables, provide three com- 
plete alphabets and more of the vowels for each table. 
Let one table spell names of flowers, another fruit, and 
another proper names, etc. Allow five minutes and then 
the two having largest number of words at each table 
move on to next table. 

"I love my love" is a suitable game. See Chapter IV. 

Backward Party: 

Write the invitations last word first. Meet guests at 
back door and serve refreshments first instead of last. 
Have a drill where the actors wear their clothes back- 



62 GAMES AND PROGRAMS 

ward. Put a bonnet over the face. Bending forward, and 
other simple movements, will look very funny. 

Have a spelling match where short words are pro- 
noimced, spelled backward and pronounced again. 

Time turned backward makes us children. Ask each 
person to bring a picture of himself as a child. Have these 
numbered and on display. Let the crowd guess who the 
pictures are. 

Bonnet Bee: 

Ask the ladies each to bring an old, untrimmed hat and 
some trimming material. Let the men find partners by 
matching their half of a pictured hat with the lady's half. 
Each man selects a hat and trims it for his partner. 
Allow thirty minutes or more, then have a grand march 
and award a prize for the best "creation." 

College Party: 

Decorate with college banners and pillows. Use 
placards to indicate desk for registration, various class- 
rooms, etc. Each person fills out a short questionnaire 
for entrance examination. The guests are then divided 
into groups representing the four classes (freshmen, 
sophomore, etc.). They may sign up for the classes they 
wish to attend. These may be humorous affairs in charge 
of various leaders. The last class should be a track meet 
for everyone. (See section on "Competitive Social 
Games.") Junior Prom will include finding partners for 
refreshments. 

Fad Party: 

Ask each guest to wear something suggestive of his pet 
hobby, and be prepared to give a convincing talk on its 
merits. A hobby-horse should hold a prominent place in 
the room. The guest who is telling of his hobby might 



SPECIAL THEMES 63 

seat himself on this horse as he talks. Cards and pencils 
to register guesses as to the hobbies represented might 
be first on the program. 

Flower Social: 

Decorate with flowers and use flowers as prizes and 
favors. There are many guessing contests which may be 
arranged on the subject of flowers (see "Hidden Flowers" 
and "Flowery Romance" in chapter on "Quiet Games"), 
A very good one is to prepare cards with pictures pasted 
on them to represent names of flowers (for example, a 
goat and a cup for buttercup, flock of sheep for phlox, a 
rooster and dressing comb for coxcomb, etc.). Pro- 
gressive games with a great many cardboard letters at 
each table with which the guests spell names of flowers 
is good fun. Match flowers (or pictures of flowers) to get 
partners for refreshments. 

Geographic Party: 

The invitations should be decorated with a pen-and- 
ink sketch of the globe and each guest might be asked to 
wear something suggestive of a certain geographic feature 
of the earth's surface. A person carrying a bean and 
calling attention to it by saying, "See my bean," would 
represent Caribbean Sea, an Alpine staff would suggest 
the Alps, etc. After these have been guessed, have a 
geography match. Divide the guests into two groups 
which line up facing each other. Number one starts by 
naming a certain place in the world (city, country, river, 
etc.). Number one on the opposite side must then name 
a place beginning with the last letter of the word used by 
the other side. Alternate between sides; anyone failing 
to give a place (not named before) must drop out. 
Charades, using the names of cities, are easily worked 
out. Distribute slips bearing such words as "isthmus," 



64 GAMES AND PROGRAMS 

"peninsula," "ocean," etc., to match partners for 
supper. 

House Picnic: 

Ask guests to dress in sports clothes. When they 
arrive pin the name of a famous summer resort to the 
back of each person and let them guess what the place is, 
from hints thrown out by others. Ask them if they wish 
to pick flowers, and provide pencil and paper for them 
to guess the names of flowers as represented by pictures 
on cards. (See "Flower Social.") Let them fish for trout 
(celluloid fish in a large pan of water to be snared with 
large hook on a line) or draw on paper the picture of a 
fisherman with a rod in his hand and let them be blind- 
folded and attempt to pin a paper fish to the end of the 
line in the picture. Play simple outdoor games suitable 
for indoors, such as bean bag and ring toss. Refreshments 
should be of true picnic variety and served in picnic 
fashion. Close the evening by singing popular songs and 
old melodies accompanied by guitars and ukuleles. 

Hard Time Party: 

Write the invitations on brown wrapping paper. Ask 
the guests to dress in poverty-stricken fashion and let 
the furniture and decorations be in keeping with this 
idea. The following rules can be printed on the invita- 
tions : 

1. Every man who appears in a "b'iled shirt" wiU be 

subject to a fine. 

2. No gewgaws permitted. 

3. Every woman will be fined who does not wear a 

calico dress and apron. 

4. All jewelry prohibited. 

Play old-fashioned games that require no special 
preparation or materials. 



SPECIAL THEMES 65 

Serve cornmeal mush in crockery bowls with cream 
and sugar, brown bread sandwiches, diR pickles and 
coffee. 

"Kid" Party: 
Let the invitations contain the lines: 

"Backward, turn backward, O time in your flight, 
Make me a child again, just for to-night." 

The guests should dress as children, play children's 
games and be served with refreshments of the type that 
appeal to children. 

Literary Evening: 

For a general literary evening ask the guests to each 
wear something suggestive of a certain author (or the 
name of a book). Provide the guests with cards on 
which to register their guesses. Arrange a guessing con- 
test whose answers shaU be names of authors or names 
of books. Or let the leader name a book and the first 
person who calls out the author scores one point. Award 
a prize to the one with highest score. Match names of 
famous lovers of fiction to find partners for refreshments. 

Special literary evenings can be arranged for some of 
the more popular authors on the anniversary of their 
birth. Very interesting programs can be arranged for 
the following well-known writers: 

Shakespeare — April 2j or 26: Arrange romance where 
answers to questions are names of his plays. Read a list 
of quotations taken from the Bible and Shakespeare and 
let the guests mark the source of each one. 

1. He winketh with his eyes, he speaketh with his feet. 

(Bible.) 

2. Like madness is the glory of this life. (Shakespeare.) 

3. 'Tis cruelty to load a falling man. (Shakespeare.) 



66 GAMES ANDPROGRAMS 

4. Stolen waters are sweet. (Bible.) 

5. Love not sleep lest thou come to poverty. (Bible.) 

6. The glory of young men is their strength. (Bible.) 

7. Look! what I will not, that I cannot do. (Shake- 

speare.) 

8. Life's but a walking shadow. (Shakespeare.) 

9. A man that hath friends must show himself friendly. 

(Bible.) 
10. How weak a thing the heart of woman is! (Shake- 
speare.) 
Dickens — February 7; Ask guests to dress to represent 
characters from his book. 

Longfellow — February 27; Have living pictures to illus- 
trate Evangeline, Hiawatha, and Miles Standish. 

Burns — January 25; Let this be an entire Scotch 
evening. 

Benjamin Franklin — January 17: Give a proverbial 
party and use Poor Richard's Almanac. Read selections 
from his autobiography. 

Whittier — December I'j: Give a snow party and as one 
feature have parts of "Snow Bound" read, or dramatized. 

Musical Evening: 

Invitations can be headed with a line of music and 
roUed to imitate music roll. Various games and guessing 
contests can be arranged on the theme of music. 

Have a skilled musician play a few measures from each 
of a list of ten popular songs, or famous hymns, and let 
the others write the names of the songs. A musical 
romance of Civil-War days is similarly guessed. The 
hostess reads the questions and the group guesses the 
answers from a snatch of song played on the piano. 

1. The hero's name— Robin Adair. 

2. The heroine's name — Sweet Marie. 



SPECIAL THEMES dy 

3. Where he was born — Dixie. 

4. Where she was born — Maryland, My Maryland. 

5. Where they met — Coming Through the Rye. 

6. At what hour of the day — In the Gloaming. 

7. When did he propose — ^After the Ball Was Over. 

8. What did he say — There's Only One Girl in the 

World for Me. 

9. What did she say — I'll Leave My Happy Home 

for You. 

10. What did he bid her — ^A Soldier's Farewell. 

A musical hunt is arranged by placing numbered 
objects about the rooms and blanks provided on which 
to register the guesses. 

Musical terms may be represented thus: 

1. Clock — Time. 

2. Yardstick — measure. 

3. Doorkey — key. 

4. Flatiron — flat. 

5. Nursery rime — lines. 

6. Carving knife — sharp. 

7. Necktie — tie. 

8. Cane — staff. 

9. Promissory note — note. 
10. Kitchen scales — scales. 

Many others may be added to the list. 

Buried musicians or buried musical terms are arranged 
by writing sentences which contain the name or word 
with the letters consecutively written but not necessarily 
in the same word. Let guests underscore the words. 

If he asks your hand, Eliza, do not say nay. Handel. 

Liz 5rfll improves from day to day. Lizst. /t^Wa^> cjfKwu-"^ 

iVo/ everyone can play. Note. 9\t^ah:^^v^. 

The isiscal escaped from prison. Scale. 

Give me a sure cure for poison oak. Measure. 



68 GAMES AND PROGRAMS 

Musical chairs can provide an active game (see "Going 
to Jerusalem" under "Active Social Games"). 

Mother Goose Social: 

Write the invitations on child's stationery and ask 
guests to come in costumes to represent some Mother 
Goose character. This would provide a guessing contest 
for the first part of the program. If costumes are not 
worn, distribute slips of paper on which are written a 
single line of some Mother Goose rime. The persons get 
together to form the complete rime and then are asked 
to illustrate the rime in pantomime. 

A very delightful affair can be arranged with a little 
time and thought by asking certain groups to come pre- 
pared to give a certain rime in pantomime (ask them to 
arrange costumes). Have the pantomime accompanied 
with music and let someone sing the rime as it is acted 
out. 

"Illustrated Mother Goose Rhymes." Pass out slips 
bearing name of some familiar rime and let each person 
illustrate his on a card or on a blackboard. Guests 
register guess as picture is drawn. 

National Evenings: 

Any number of interesting evenings can be arranged 
on the national theme. Use the national colors to 
decorate; sing the national songs; serve some dish 
characteristic of the country. Such evenings can be made 
very instructive as well as entertaining, with a little 
thought and preparation. Those which lend themselves 
to most picturesque treatment are, Chinese, Japanese, 
Spanish, Italian, Dutch, Hawaiian, etc. 

Old-Fashioned Party: 
Ask everyone to come in old-fashioned attire and let 



SPECIAL THEMES 69 

each person choose an old-fashioned name. Arrange for 
a concert of old-fashioned songs. Twenty singers can 
furnish a delightful evening's entertainment in this 
manner. 

Old-Time School Party: 

Dress in old-fashioned costumes. Arrange room to 
resemble old-fashioned schoolhouse (consult the older 
people here). Let teacher wear spectacles and an apron, 
have a birch rod and a bell. Have roU call (of old- 
fashioned names). Reading, writing, and arithmetic can 
be taught before recess, and a spelldown or geography- 
match held after recess. Use "tongue twisters" for the 
reading lesson ("She sells sea shells," etc.). Writing can 
be done on a blackboard with the left hand. Arithmetic 
can be real tests in mental arithmetic, but close the lesson 
by announcing numbers and letting the pupils suggest 
objects to which the number applies. Five would suggest 
five zones; 2, two hemispheres; 4, four seasons, etc. 

Recess oflFers a chance for some old games — Drop the 
Handkerchief, Ruth and Jacob, Blind Man's Buff, Still 
Pond, etc. If school lunches have been brought, they 
can be eaten at this time. 

Have a real spelldown or geography match, using an 
old-fashioned spelling book for the first. 

This social offers a good chance for the young folks to 
entertain the older people. They will be able to offer 
many suggestions and in most cases will enter heartily 
into the fun. 

Progressive Party: 

This offers variety and change. The crowd travels 
around to three or four homes, enjojdng part of the pro- 
gram at each place. If the group to be entertained is 
very large, it may be divided into sections and all four 



70 GAMES AND PROGRAMS 

homes will be in use simultaneously by different groups, 
which then move on for another part of the entertain- 
ment. 

States Party: 

Divide the crowd into groups, according to the native 
State of each person. Let each group put on a stunt, 
skit, song, or charade to represent its State. 

Prepare a large map of the United States and cut it 
apart into States, numbering each piece. Pin these 
pieces about the room and let guests guess the name of 
each. Then collect the pieces, give them out, and have 
the groups reconstruct the map by pinning the pieces to 
a sheet hung on the wall. 

Another guessing contest can be arranged with the 
nicknames of the States. 

Distribute slips with names of States to boys, and 
names of capital cities to girls, and let them find partners 
for supper by matching these properly. 

Other Suggested Themes: 

Animal, Art, Biblical, Butterfly, Baseball, Bell, Cob- 
web, Curio, Colonial, Dressmakers, Fudge, Grecian, 
Magazine, Nut, Post-card, Porch, Soap Bubble, Super- 
stition, Travel, White Elephant Social. 



CHAPTER VII 

SOCIAL PROGRAMS FOR SPECIAL 
OCCASIONS 

There is always a great demand for material suitable 
for Special Day programs. There are many admirable 
books available, giving detailed programs for such 
occasions. A Ust of such books will be found in the 
Bibliography. 

In tills chapter will be found a list of ten of the most 
popular days, with general suggestions for programs 
suitable for each day. No effort is made to outline pro- 
grams; but a number of suggestions are made, from 
which an intelligent leader should be able to formulate an 
attractive program. The suggestions are listed under 
four headings: "Invitations"; "Decorations"; "Activ- 
ities"; and "Refreshments." 

April Fool's Day: 

Invitations: 

Write on colored paper and fold to represent a dunce 
cap. 

Decorations: 

Spring flowers. 

Have foolish snares around the rooms — flowers 
sprinkled with pepper or snuff, coins glued to floor, toy 
spiders, etc. 

DoU dressed as court jester for center of table. 

Activities: 

Someone in clown costume to act the fool all evening. 
71 



72 GAMES AND PROGRAMS 

Game of "Telegrams" (See chapter on Quiet Social 
Gaines). 

Bowling Backward: Place small ninepins at end of 
room, kneel on floor and toss baU over shoulder; keep 
score of those knocked down. 

Himting for Peanuts: Give prize to one who finds the 
smallest number, or hide shells instead of peanuts. 

Crowing Catch : Instruct everyone to keep still but two 
persons. At given signal each person is supposed to 
imitate an animal but only the two people crow vigor- 
ously. 

Sound the dinner gong, when guests get to dining 
room, announce, "Dinner is not served," 

Obstacle Race: Place objects on floor, blindfold person 
and let him attempt to step over the things (which have 
been removed). 

Repeat tongue twisters. 

Refreshments: 

Menu served backward. 

Chocolate creams stuffed with cotton, or button molds 
covered with chocolate. 

Printed menu with April fool substitutes for the real 
articles. 

ChTistmas: 

Invitations: 

Write on paper Christmas trees, hoUy leaves, stock- 
ings or stars. Make it a Mother Goose party for the 
children and let them dress to represent some character. 

Decorations: 

Evergreens, hoUy and mistletoe; cotton to represent 
snow; Christmas tree; holly wreaths tied witli red bows 
of ribbon; red and green streamers of crepe paper. 



SPECIAL OCCASIONS 73 

Activities: 

Christmas tree — each guest brings a small gift with 
a verse attached to exchange. 

Make Christmas tree decorations and decorate sev- 
eral smaU trees to be sent to poor families or institutions. 

Sing Christmas carols. 

Cut up Christmas postals in about five pieces each. 
Mix these and place in center of table. Let guests put 
them together. 

Invite a few guests and make Christmas candies. 

Read part or all of some good Christmas story such as 
Dicken's "Christmas Carol" or "The Birds' Christmas 
Carol." 

A formal program of Christmas selections, musical 
and literary is good. 

Candle race: (See chapter on Competitive Social 
Games). 

Make and fill candy bags for poor children. 

Refreshments: 

Apple snow with custard sauce and star cookies, etc. 

Fourth of July: 

Invitations: 

Write slips of paper and enclose in imitation fire- 
crackers. 

Write card with patriotic design. 

Designate the party as a "Cracker Party," "Red, 
White, and Blue Party" or an "Independence Party." 

Decorations: 

Patriotic — flags and bunting; red, white, and blue 
flowers. 
Liberty bell, drums, firecrackers. 



74 GAMES AND PROGRAMS 

Activiiies: 

A simple drill by children dressed to represent fire- 
crackers. (Use hat boxes painted red for body, cover 
arms and legs with black stockings.) 

Red, white, and blue contest. Provide each couple 
with card ruled in three parts. The girls dictate and 
the men write down all the objects which are red, white, 
or blue. 

Balloon Race: Divide crowd into three groups. Use 
red, white, and blue balloons. Pass these down the 
three lines from hand to hand. Or form a large circle 
and number off by threes. Start the balloons with a 
person of each number and pass them around the 
circle, each number passing only to persons of that 
number. 

"Pop-ity-pop" (see chapter on Quiet Games). This 
can be varied by using "crackety-crack" or the two 
might be used interchangeably. Make it snappy and 
it will sound like firecrackers. 

Guessing contest based on words ending in nation (see 
chapter on Quiet Games). 

Progressive games — keep score with tiny flags which 1 

are pasted to the score card. 

Sing patriotic songs. 

For an "Independence Party" have spelling match to 
test the guest's independence of the dictionary, a button 
sewing contest for men to test independence from wives 
and a pencil sharpening contest for women. Let the 
guests serve refreshments to prove hostess' independence 
of servants. 

Refreshments: 

Pink lemonade and wafers. 

Ice cream and cakes with tiny flags stuck in them. 



SPECIAL OCCASIONS 75 

Sandwiches tied with blue ribbon, red and white 
radishes, cake and cofifee. 

Hallowe'en: 

Invitations: 

Write on slips of paper with lemon juice. At the top 
of the slip write in pencil the words: "Hold me before 
a candle." (Note : the words will show only when heated.) 

Write with white ink on black cut-outs of owls, cats 
witches, etc. 

Write on slips of paper and wrap in corn husks. 

Decorations: 

Corn with husks turned back; trailing grape vines. 

Corn stalks, pumpkins, autumn fruits and foliage, 
chrysanthemums, black cats, witches, bats, owls. Use 
plenty of mirrors to reflect weird surroundings. 

Hold affair in a barn, garret, kitchen, or back yard 
preferably. Ghost figures here and there. Make animals 
out of vegetables and fruits to decorate table. 

Activities: 

Fasten candle to card. Hold at arm's length and blow 
out the candle. Number of blows indicates number of 
years until marriage. 

Hide ring, thimble, and penny. The one who finds the 
ring will marry first; the thimble denotes single blessed- 
ness; the penny promises wealth. 

Burn alcohol and salt to give ghostly light. 

Fortune-teller in gypsy costume to read palms. 

Roast nuts and apples. Pop corn, pull taffy. 

Bob for apples. Peel the apple in one continuous piece 
and drop over shoulder, this reveals initial of fated one. 
Eat the apple but keep the seeds and count them accord- 
ing to the old rime. 



76 GAMES AND PROGRAMS 

Read characteristics for persons born in each month or 
have such a list hung in an accessible place for ready- 
reference. (See an almanac.) 

Guessing contests : number of peanuts in a pint, grains 
on an ear of corn, grapes on a bunch, leaves on a bough, 
etc. 

"Nuts to Crack": A guessing contest where the an- 
swers are names of nuts, or conundrums written on sKps 
of paper and slipped in empty peanut shells. 

"Shadows": Use sheet and lamp to cast shadows. 
Have half of party guess names of other half from 
shadows. 

"Spearing at Fate": Hang a pumpkin, on which the 
alphabet has been burned, in an open doorway. Whirl it 
and let guests spear it with a meat skewer. Letter will 
indicate initial of mate's name. 

"Good Luck Game": Hang a horseshoe in a doorway. 
Guests who succeed in throwing a small apple through 
this will have good luck for ensuing year. 

Tell ghost stories. 

Have guests perform amusing physical stunts. (See 
chapter on "Stunts.") 

Refreshments: 

Nuts, apples, doughnuts, pumpkin pie, cider. 

Peanut butter sandwiches, apple and celery salad, 
coffee. 

Favors might be cardboard objects to represent charms 
with instructions how they are to be worn. 

Lincoln's Birthday: 

Invitations: 

Use utmost simplicity here and throughout the eve- 
ning. 



SPECIAL OCCASIONS ^j 

Decorations: 

The patriotic note would be appropriate. A picture of 
Lincoln. A small log cabin surrounded with a rail fence 
for a table centerpiece. Place cards or favors might be 
little black china doUs dressed in bright colored pinafores. 
The motto, "With malice toward none, with charity for 
all," above fireplace or on place cards. 

Actwiiies: 

Let the guests be prepared to relate Lincoln anecdotes. 

Sing patriotic songs of the Civil War period and darky 
melodies suggestive of slave days. 

Have part or all of "The Perfect Tribute" by Mary 
Andrews read. 

A guessing contest based on Civil War events, the 
names of famous generals, or songs of the Civil War 
period, could be easily arranged. 

Refreshments: 

Something simple but suggestive of the cookery of 
the South. 

New Year's Day: 

Invitations: 

Write in the form of a New Year's Resolution. 

Draw the dial of a clock and mark the hours from 
nine to twelve with red ink; write invitation below or on 
reverse side. 

"Father Time and Mother Earth, assisted by their 
four children, will give a farewell party to their son. Old 
Year, December thirty-first from nine until twelve, 
at ." 

Decorations: 

Arch over doorway or fireplace bearing the dates of 



78 GAMES AND PROGRAMS 

the old and new years, or the motto, "Ring out the old, 
ring in the new," or simply the words, "Happy New 
Year." 

Holly, mistletoe, and evergreens. Balls of cotton sus- 
pended from threads of different lengths to represent 
snow. Large clock or hourglass placed in conspicuous 
position. Sleighbells hung where they will jingle occa- 
sionally. 

Host and hostess dressed to represent Father Time and 
Mother Earth may be assisted by four young ladies 
dressed to represent the seasons. (Spring in pale green, 
wearing blossoms in her hair; Summer in rose, wearing 
roses; Autumn in yeUow with trimmings of autumn 
leaves; Winter in white with sprig of holly, a gold star 
bound to her forehead.) 

Let Spring present the game of "Hidden Flowers" (see 
chapter on "Quiet Games"); Summer, a race where toy 
baUoons are fanned across the room and back with palm- 
leaf fans; Autumn can present "Nuts to Crack." These 
are conundrums which she reads, tossing a nut to the one 
who answers first. (Give prize for one with most nuts.) 
Winter can introduce a candle race (contestants light 
candle and walk certain distance and back. If candle 
goes out they must return and relight it). 

At twelve o'clock usher in the New Year. (A tiny girl 
dressed in white with wings of tarlatan. She might dis- 
tribute Httle calendars as favors.) 

The entire program might be developed around the 
theme of bells. Write the invitations on paper bells. 
Decorate with bells. Use songs and poems which have 
the theme of beUs. Arrange a guessing contest where 
the answers are the names of different kinds of 
beUs. 

One could invite friends to come and help turn over 



SPECIAL OCCASIONS 79 

some new leaves. In that case the decorations and games 
should introduce the leaf motif. A calendar social is also 
appropriate for the New Year. Let each guest wear 
something to suggest an important date in history. Pro- 
vide cards on which they can record the name of each 
person and the date which they think he represents. A 
dainty calendar would make an appropriate gift for the 
one guessing the largest nimiber. Divide the crowd into 
twelve groups and let each group put on a game, stunt, 
or song appropriate to one of the twelve months. Let 
stuffed dates form a part of the refreshments. 

Refreshments: 

Let Four Seasons serve the following: 

Spring — sandwiches with lettuce leaves. 
Summer — fruit salad. 
Autumn — salted nuts. 
Winter — ice cream and coffee. 
(Or) Apple snow with a custard sauce would be ap>- 
propriate. Favors could be gilded wishbones tied to 
cards on which good wishes are written. 

Saint Patrick's Day: 

Invitations: 

Write on paper shamrocks, harps, or snakes. 

Use the Lrish brogue in wording the invitations. 

Decorations: 

Green crepe paper streamers, trailing green vines. 

Potted shamrocks, a Blarney Stone. 

Daffodils. 

Paper shamrocks pinned to curtains. 

Candle holders made from Irish potatoes. 

Toy snakes. 



8o GAMES AND PROGRAMS 

Activities: 

Various kinds of potato races. 

Reading or telling of Irish jokes. 

Soap bubble blowing contest (Irish clay pipes tied 
with green). 

Sing Irish songs. 

Charades to represent names of Irish towns, for ex- 
ample, Cork, Dublin, Belfast, etc. 

Game of "Hot Potato" (tossing a knotted handkerchief 
about the circle. Person in center tries to catch it or 
touch person holding it). 

"Chasing the Snakes out of Ireland": Make four card- 
board snakes eighteen or more inches long. Divide the 
crowd into two groups. Each group stations half of its 
men at each end of the room. One person from each 
group starts from a given line and lays his two snakes end 
to end clear across the room. His partner then returns 
in the same manner. This continues until all players of 
groups have run. The side finishing first wins. 

Refreshments: 

Potato salad on green lettuce leaf, sandwiches, pickles, 
and coffee. Ice cream with shamrock motif in center, 
cake and green mints. Mint punch (lemonade and ginger 
ale with bruised mint leaves) and cookies shamrock shape. 

Thanksgiving Day: 

Invitations: 

Write on cardboard pumpkins, horns of plenty, or 
turkeys. If Puritan idea is used, write on gray cardboard 
and draw pen-and-ink sketch of a Puritan figure. Use 
the old English word "ye" instead of "you." 

Decorations: 

Autumn vines and foliage; chrysanthemums and 







U 



SPECIAL OCCASIONS 8i 

dahlias; autumn fruits and grains; pictures of Puritan 
characters and scenes. 

Make vegetable bird for centerpiece; body, a squash; 
head, a turnip; tail of parsley; cranberry eyes. 

Activities: 

Guessing contests: Number of grapes in a certain 
bunch, number of seeds in a pumpkin, number of nuts in 
a jar, number of kernels on an ear of corn, etc. 

Guessing a Thanksgiving menu when each word is 
pied, for example, Yetruk (turkey). 

Quaker meeting (see chapter on "Quiet Games")- 

Have someone tell of Puritan days and customs. 

Contest: Stringing wet pumpkin seeds. 

Pass cards with the words "Thanksgiving Day" at the 
top. Allow ten minutes to see how many smaller words 
can be formed with the letters contained in these words. 

Thanksgiving Day is always a family day, therefore a 
contest for guessing relations is appropriate: 

1. Your father's uncle's brother's sister? Great aunt. 

2. Your aunt's mother's father's wife? Great grand- 

mother. 

3. Your mother's nephew's daughter's son? Third 

cousin. 

4. Your brother's son's sister's mother? Sister-in-law. 

5. Your sister-in-law's father-in-law's grandson? 

Nephew. 

6. Your sister's father's stepson's mother? Stepmother. 

7. Your uncle's father's only granddaughter? Yourself. 

8. Your brother-in-law's wife's grandmother's hus- 

band? Grandfather. 

Refreshments: 

Coffee; apples and nuts. 

Chicken sandwiches, olives, chocolate and cake. 



82 GAMES AND PROGRAMS 

Valentine's Day: 

Invitations: 

Write on paper hearts. 

Invite guests to wear something to suggest some 
famous lovers in history or fiction. 

Decorations: 

Red and white: roses and festoons of red hearts. 
Pink and white: pink roses, bowknots, ferns and 
strings of pink hearts. 

Activities: 

Guessing contest based on the characters represented 
by the guests. 

Guessing contest: "Flowery Romance" (see chapter 
on "Quiet Games"). 

Progressive games with heart-shaped score cards. 

Valentine box: Each guest brings one to place in box. 
Later have them distributed and read. 

Making of valentines from bits of lace paper, pictures, 
etc. Award prize for prettiest or most clever one. It 
adds to the fun if each person is given the name of 
another guest for whom the valentine is to be made. 

Writing of valentine rimes. 

Proposals: Provide girls with paper hearts and 
mittens. Boys create opportunities to propose during 
the evening. The man winning the most hearts should be 
rewarded. 

Archery contest: Large cardboard heart divided into 
sections marked matrimonial success, single blessedness, 
three times married, etc. Blindfold players and let them 
throw paper arrows tipped with pins. 

Heart hunt: Hide one red sugar heart and many paper 
hearts, gold, silver, red, and white. The sugar heart 
means first to marry; the others score points: gold, five; 



SPECIAL OCCASIONS 83 

silver, three; red, two; white, one. Boy and girl with 
largest score are crowned king and queen of hearts. 

Drawing hearts: Blindfold players and have each 
draw a heart on the blackboard and write his name in 
the center. 

"A Knot-tying Party": Let guests march into adjoin- 
ing room to wedding march; here they find a comfort 
ready to tie. 

Refreshments: 

Heart-shaped sandwiches and wafers with pickles and 
coffee. 
Ice cream with heart motif and pink iced cakes. 

Washington's Birthday: 

Invitations: 

Write on a leaf attached to the back of a large red 
cherry or upon a paper hatchet tied with tricolored 
ribbon; or on a card bearing a colonial silhouette. 

Decorations: 

Patriotic: Flags, pictures of Washington, his wife, and 
his home. 

Colonial: Antique furniture and appointments. Use 
candle light where possible. 

Activities: 

Have several couples in colonial costume dance the 
minuet. 

Guessing contest where the names of the Presidents of 
the United States are pied (see chapter on "Quiet 
Games"). 

Pin pictures of the Presidents about the room; have 
each one numbered and provide guests with paper and 
pencil to record their guesses (see small sized Perry 
Pictures). 



84 



GAMES AND PROGRAMS* 



"Cutting Down the Cherry Tree" can create much 
merriment. Have a tree made of clay and a small toy 
hatchet. Blindfold each guest and let him attempt to 
cut the tree down. 

Pin names of Revolutionary characters to backs of 
guests. Let them guess whom they represent by hints 
thrown out by others. 

Refreshments: 

Cherry ice and cake. Candied cherries. 
For colonial evening serve Virginia fried chicken with 
rice, waffles, and maple syrup. 
Favors could be tiny cockade hats filled with candies. 



CHAPTER VIII 

SOCIAL STUNTS AND SKITS 

One of the most popular forms of social entertainment 
is the social stunt or skit, which may be presented to an 
audience from the stage. It may feature animated talk- 
ing combined with action, or it may be entirely in pan- 
tomime. It should be simple enough in plot and in 
technique to require very little equipment, and little 
preparation or rehearsing. Many are so simple as to be 
handled easily in an impromptu manner. The skits may 
be purely comedy, or they may feature real talent of 
various kinds. 

Advertising (Charades): 

Popular advertisements are acted out, to be guessed 
by the audience. For example, "Colgate's lies flat on the 
brush." Someone places brush on the floor and lies flat 
on it. "Wool Soap" might be illustrated by a fat person 
looking at a sweater thatis several sizes too small for him. 
Almost any advertisement containing a well-known 
motto can be presented in this manner. 

Afraid of the Water: 

Three or four people appear on stage, dressed in bath- 
ing suits. They approach imaginary water, and pretend 
to warm up a little before dashing in. They then stick in 
tips of toes; draw back; feel water with their hands; 
shiver; venture in, drawing feet up high at each step; 
and take hold of hands. Finally they advance slowly into 
the water, and all duck down suddenly, giving a loud yell; 
and immediately turn and dash off the platform. 

85 



86 GAMES AND PROGRAMS 

A Co'ed's Troubles: 

A popular co-ed receives calls from four of her suitors 
in the same evening. She resorts to various schemes to 
hide the presence of each from the others. Conversation 
is carried on in pantomime. 

When second suitor rings, the co-ed excitedly forces 
first caller to his knees, has him hold a large tray over his 
head, and throws a table cover over all, converting him 
into a table. 

When the third suitor arrives, the second caller is con- 
verted into a hat rack by covering his head with an over- 
coat; thrusting his arms part way through the sleeves; 
and hanging a hat on one of the arms. 

When the fourth suitor appears, number three is placed 
in an ordinary chair with his arms forward; and a cover 
is thrown over him to represent an arm chair. 

Number four enters and sits down in the arm chair 
which tumbles over and hits the hat rack. The hat rack 
in turn topples over striking the table, and all fall in a 
heap. The co-ed screams and swoons. Curtain. 

Each suitor should bring some gift, such as candy, 
flowers, or books. The scene is made more thrilling if 
number two tosses a book onto the table, and number 
three hangs his coat and hat on the hat rack. 

Bride and Groom: 

Dress an impersonator so that one side looks like a 
man and the other side like a woman. This is accom- 
plished by putting a man's clothes on first, then drawing 
a woman's dress over, so that only one side shows. The 
impersonator carries on an animated dialogue between a 
supposed bride and groom, turning the masculine side 
toward the audience when the groom is talking, and the 
feminine side when the bride is talking. Use a deep voice 



SOCIAL STUNTS AND SKITS 87 

for the groom and a Kght voice for the bride. A full 
romance may be depicted, illustrating love making, quar- 
reling, and making up. 

An interesting variation is to have several persons 
dressed in similar manner. They stand in file and sing 
the Romeo and JuKet song, turning the masculine side 
toward the audience whenever Romeo's name is men- 
tioned, and the feminine side when Juliet's name iS 
mentioned. 

Clairvoyant: 

Clairvoyant leaves the room and on his return under- 
takes to name the person whom his confederate pointed 
out during his absence. It is understood between the 
two that the person to be pointed out is the one who 
spoke last before clairvoyant left the room. 

Dwarf Exhibit: 

Two persons play the dwarf. A third acts as exhibitor, 
and should prepare beforehand a humorous speech teUing 
the history and accomplishments of the dwarf. Place a 
table on the platform and cover with a cloth or curtain 
reaching to the floor. One person stands behind the table 
and puts his hands on it; these with arms form feet and 
legs of dwarf. Put pair of shoes on hands, and a pair of 
boy's trousers on the arms. Second player stands behind 
first and passes arms under first one's shoulders. Put a 
coat on the arms and button down figure of the first 
player. Throw a cape around his neck, so arranged as to 
cover the head of person behind. Hands of second per- 
son acts as hands of dwarf. As exhibitor recites his 
various accomphshments, the dwarf performs comical 
movements with both hands and feet. He may make a 
speech in a thin, falsetto or heavy bass voice, or speak 
any humorous piece, making gestures with hands to ac- 



88 GAMES AND PROGRAMS 

company speech. Then dwarf dances, and suddenly in 
the midst of a fast step both feet are lifted from the table 
and remain suspended in the air for a few seconds, pro- 
ducing great exhaustion by the effort. In making parting 
salute to the audience, the dwarf may astonish them by 
throwing kisses with his feet. 

The Goopa: 

A sweater is buttoned around the lower part of the 
body below the waist. A stick is put through the sleeves 
with gloves attached at each end. A piUow case is put 
over the head with arms held high inside the case and is 
tucked in and fastened securely at the waist. The goop 
then appears to have a very large head and short body. 
He enters, wobbling from side to side as though top- 
heavy, and sings a song, or dances a simple folk dance in 
an awkward and ludicrous fashion. Several persons may 
be so dressed and work together on a song or dance. 

Impersonations: 

Famous and local characters may be impersonated in 
appearance, action, and talk, the audience trying to 
guess who is being impersonated. 

Impromptu Artists: 

Several, chosen as artists, stand facing audience with 
large paper bags over their heads. With pieces of char- 
coal they make features on front of bags, including eyes, 
ears, nose, etc. Prize may be given. 

Italian Grand Opera: 

Arrange a touching love scene with singing and very 
dramatic action. Have singers use words with an Itahan 
flavor, such as Spaghetti, Parchesi, Tamale, Macaroni, 
etc. A mock accompaniment on piano may be played 
with great flourishes, -without striking keys, 



SOCIAL STUNTS AND SKITS 89 

Lyceum Bureau: 

Lyceum Bureau represented. Applicants received and 
tested, each giving a sample of his art. Several are re- 
jected; one because of size of ears, another because his 
nose wiggles when he sings, etc. This may provide a 
really delightful program. 

Mind Reading: 

Pass around slips of paper and ask each person to write 
a word, sentence or question. The slips are then folded 
and collected. The mind reader (who may array himself 
as a mystic or wizard, if desired) takes one slip at a time 
and rubs it across his forehead, pretending thereby to 
imprint the words on his mind. After a minute or two 
of such action he says he now can tell what is written on 
a slip, thus adding to the fun. Each time he tells what is 
written on a slip he asks the person who wrote it to verify 
his statement, as to whether he read correctly or not; he 
also looks at the slip himself to verify it. This continues 
until all the slips are read. The process is simple enough. 
The first time he uses a question or word of his own, he 
pretends to verify it, but really reads what is written on 
the slip and thus is prepared to read the next slip. His 
own slip is the last one used. 

Musical Gymnasts: 

Quartet, with heads only showing above sheet, sing a 
song. At end of song apparently stand on heads and 
repeat chorus, feet only showing. This is done by having 
shoes on hands and raising them above sheet. Just be- 
fore end of chorus, one person, who is holding sheet, ac- 
cidentally drops end. 

Panacea for All Ills: 
Fasten two stuffed heads with features marked and 



90 GAMES AND PROGRAMS 

with hats, on the ends of umbrellas. Just below each one, 
with a fur boa or some neck piece to fill the gap, loosely 
drape a long kimona. Open one umbrella and have a 
very tall girl hunch down inside it, appearing to be a 
very short, fat woman. She waddles into the office with 
great difficulty and with much puffing and wheezing asks 
to be made thin. The doctor looks at her in dismay, then 
seizes a bottle and a huge spoon and pretends to pour 
some medicine down her throat and tells her to stand 
stiU one minute, after which the medicine will begin to 
work. The other mnbrella is kept closed and a short girl 
gets under the kimona, holding the umbrella high above 
her head. She walks into the oflSce with a fussy, nervous 
step and demands in a squeaky voice that she be made 
fat. The doctor stands on a chair and administers the 
same treatment. Soon the fat one begins to shoot up in 
height while the thin one rapidly sinks until she is short 
and fat. The short, fat woman, of course, has closed her 
umbrella and stands up straight, holding it high above 
her, while the tall, thin woman opens her umbrella and 
puUs it way down. They thank the doctor vociferously 
and depart fully satisfied. The conversation is impromptu. 

The Pipe Organ: 

Pipes are made of stiff paper large enough to go over 
girls' heads. Slits are cut for mouths. Hands held out in 
front form keyboard, on which organist plays, sitting on 
stool. Curtain in front of girls below pipes. Each girl 
represents a different note or notes. 

Stage Scene: 

Two persons at extreme sides down stage representing 
curtain. Two persons extreme sides up stage represent- 
ing the scenery. 

Characters: King, Queen, Princess, Lover. 



SOCIAL STUNTS AND SKITS 91 

Act I. 

The curtain rises. 

1. I am the King. 

2. I am the Queen. 

3. I am the daughter of the King. I am the daughter 
of the Queen, 

The curtain falls. 

Act II. 

The scenery shifts; the curtain rises. 

1. I am the King. 

2. I am the Queen. 

3. I am the daughter of the King. I am the daughter 
of the Queen. 

4. I am the lover of the daughter of the King. I am 
the lover of the daughter of the Queen. 

The curtain falls. 

Act III. 

The scenery shifts; the curtain rises. 

1. I am the King. 

2. I am the Queen. 

3. I am the daughter of the King. I am the daughter 
of the Queen. 

4. I am the lover of the daughter of the King. I am 
the lover of the daughter of the Queen. 

Lover: "King, may I marry your daughter?" 
King: "No!" {Lover hits king on head and knocks him 
dead.) 
Lover: "Queen, may I marry your daughter?" 
Queen: "No!" (Lover knocks her dead.) 
Lover: "Princess, will you marry me?" 
Princess : "I should say not !" (Lover knocks her dead.) 
Lover: "Cruel, cruel world!" (Commits suicide.) 
The curtain falls. 



92 GAMES AND PROGRAMS 

If there is a red-headed person in the company, he or 
she may represent the footlights. 

Ven triloq uism : 

One person introduced as famous ventriloquist; four or 
five others as dummies. Animated conversation between 
ventriloquist and dummies. He pretends to be real ven- 
triloquist by moving lips while dummies are speaking, 
but tries to conceal it. Dummies answer mechanically 
and move hps in stiff, unnatural manner. Sometimes 
ventriloquist fails to move lips and dummies continue to 
talk. At end, when ventriloquist is not looking, dummies 
suddenly come to Kfe and walk to front of stage, bowing 
profusely. Ventriloquist makes exit in confusion. 

A variety of unique and pleasing entertainments in- 
cluding Japanese Frolic, HoHday and Seasonal Plays, 
Historic Dialogues, together with literary and legendary 
exercises may be found in a book entitled Sticcessful 
Entertainments, by Willis N. Bugbee. 

Suggestions 

1. For school skit — an assembly period may be given; 
taking off the different teachers and pupils who usually 
take part in exercises. 

2. Love scenes may be worked up using numbers of 
A. B. C.'s for words. A "take off" on the Ladies' Aid 
Society using the A. B. C.'s is very amusing. 

3. Have comical interpretations of melodramatic 
poems or readings. Have "Property Woman" for in- 
stance; when there is such a Kne as "she gave him the 
hand," let her give him a padded mit as if there were a 
hand inside, etc., or "she fastened her eyes on him," pin 
some paper eyes on him, etc. 

Note: An excellent selection of get-acquainted games 
and skits will be found in Ice-Breakers, by Edna Geister. 



CHAPTER IX 
PLAYGROUND GAMES 

The informal playground games have a very definite 
educational influence in stimulating keener observation, 
getting quicker reactions, quickening the sense percep- 
tions, and the imagination, and in developing agility and 
skill. Their social value is incalculable, and they are 
worthy of far wider use in recreational programs. 

Most of them emphasize the primitive instincts oi 
hunting, chasing, fleeing, and capture. Some are highly 
competitive, others less so. In most cases their formation 
is of the circle or line type. 

Black and White: 

Players divided into two teams, equal in number, and 
standing in parallel rows. A disk, black on one side and 
white on the other, is twirled. If white side comes up, the 
white team may tag the black. The blacks are safe if 
they can stoop before being tagged. Any player tagged 
drops out of game. If the black side of disk comes up, 
the blacks tag the whites. Team wins that puts out all 
opponents. Keep players alert by frequent twirling of 
disk. (Or, instead of stooping, players may run to 
specified goal. Those caught may join opponents instead 
of dropping out.) 

Bombardment: 

Line drawn across center of field. Two sides chosen; 
each player has Indian club which he stands up in line 
with others of team back of line, and must keep it stand- 
ing whUe opponents throw basketball to knock it down. 

93 



94 GAMES AND PROGRAMS 

A number of balls are kept going, and must be thrown 
as soon as received. If club is knocked down, it must be 
righted before baU is returned by guard. Each club 
knocked down counts for score of opponents. Players 
may run to line to throw ball. Side first winning number 
of points decided on is winner. (Or clubs may be left 
down when knocked down, and side wins which first 
knocks down all of opponent's clubs.) 

Bull in the Ring: 

Players clasp hands and form circle. One person, the 
bull, is in the ring. He tries to break out; when he suc- 
ceeds, all break and run to catch him. The one catching 
him becomes bull for next game. 

Cap Tag: 

One person is "It." One person holds cap in hand. 
The "It" runs after him and if the latter is tagged, he 
becomes "It." Person having cap may throw it to the 
other players if he is in danger and "It" then chases 
person holding cap. If cap is dropped, person dropping 
it becomes "It." A game called "Poisoned Handkerchief" 
is played in same way. Circle is formed, and "It" is in 
the center trying to tag person with the handkerchief. 

Chain Tug of War: 

Players in two teams, in file formation, each player 
clasping one in front of him around waist. Front player 
of each team clasps hands with opposing team leader (or 
leaders may grasp wand, rope, etc.). At signal all begin 
pulling. Side wins which pulls opponents greater dis- 
tance. 

Chips {Stealing Sticks): 

Two leaders are required to choose sides. Two bands 
line up in front of a line, each side guarding against the 



PLAYGROUND GAMES 95 

enemy. Back of the line each has drawn a circle in which 
a dozen chips are placed. The object is for each side to 
steal the chips of its enemy. K the thief is caught before 
he puts his foot in the circle, he remains until some of 
his men can get him out. One chip, or one person only 
can be taken at one time. 

Circle Stride Ball: 

Players in circle, in stride stand position. One player 
in center attempts to throw ball out of circle between 
feet of some player, who prevents by use of hands only. 
If successful, that player must chase ball and try to 
throw it back into circle in same manner, players facing 
outward. 

Dodge Ball: 

Half of players form large circle; other half stand 
within, scattered. Circle players have basketball with 
which they try to hit feet of dodgers in circle. When 
dodger is hit he drops out. All "dodgers" out, they be- 
come circle for next game. Each side is timed to note 
time required to put each circle out. 

Hill DHL- 
Two parallel boundary lines are drawn from 30-50 
feet apart; one player is chosen to be "It" and stands in 
the center. The other players stand in two equal groups 
beyond the boundary lines, one group on each side. The 
center player caUs out, "Hill, Dill! come over the Hill!" 
The other players then change goals and as they run 
across the open space the one in the center tries to tag 
them. Any who are tagged, assist him in tagging the 
others. 

Hound and Rabbit: 
Three players form tree by standing in circle formation 



96 GAMES AND PROGRAMS 

with hands on each other's shoulders. Fourth player, 
Rabbit, stands inside of tree. There are a number of 
trees, rabbits, one odd rabbit, and a hound. Hound 
chases rabbit, rabbit darts into tree. No two rabbits 
allowed in same tree. When one rabbit enters a tree, 
the rabbit already in the tree must flee for safety to 
another one, etc. When rabbit is tagged he changes 
places with hound, who in turn becomes rabbit. 

Hunt the Fox : 

Players form two parallel lines. Leader of one line is 
fox; leader of second line is hunter. Fox runs in and 
out among his own players, then in and out among 
players of other line, trying to reach his own place 
again, before hunter can tag him. Himter must follow 
in footsteps of fox, and failing to do so must go back 
over trail and repeat. Fox may skip several players in 
his weaving in and out among them. If tagged, he 
changes place with hunter, and takes the place at the 
head of hunter's file, while former hunter goes to the 
foot of the fox's file. Chase goes on as before. 

Japanese Tag : 

The one who has been tagged must place his hand on 
the spot touched, and holding this position he must 
chase the other players until he has tagged one of them, 
who in turn becomes "It." 

Mat Tag : 

Suitable for gym or other enclosed space. Several 
mats are placed on floor at some distance apart, prefer- 
ably in circle formation. (Other forms of bases may be 
used.) Players run around circle from one mat to 
another, while extra player or two try to hit them with 
soft indoor ball or tennis ball. Any player struck 



PLAYGROUND GAMES 97 

changes places with thrower. Runners safe only when 
standing on mat or base. 

Pig in a Hole : 

Players in circle formation, each supplied with stick 
or wand. Each player digs small hole in front of his 
place in circle. One extra player in center of circle with 
larger hole tries to get "pig" (basketball or other ball) 
into center hole with his stick, while other players try 
to prevent him. Game begins with all players placing 
sticks in center hole under ball. On signal all lift ball 
with sticks and rush to small holes, each player putting 
end of stick in hole. One player is left without hole and 
becomes "It." When other players withdraw sticks 
from holes to prevent him getting pig back in center, he 
may take their hole, then they become "It." If "It" 
gets ball in center, game begins over again. 

Poison Snake: 

Divide the players into small circles of about eight 
each. In the center of each circle place an Indian Club. 
This object in the center of the circle is "poison." The 
players grasp hands and, by pushing and pulling, try to 
make one of the players touch or overthrow the poison. 
The player doing so is poisoned and must leave the circle. 
This continues until one is left. Several clubs may be 
used. Or a small circle on floor may be the "poison 
circle." 

Prisoner's Base: 

Two lines about sixty feet apart are formed. Players 
divide, taking sides. At right of each line, outside, is a 
circle three feet in diameter. The teams face each other, 
object being to tag each other while between goals. The 
last one to leave goal has the right to tag someone who 



98 GAMES AND PROGRAMS 

left before him. In the way thus described each man 
may help one of his team. When anyone is caught he is 
put in prison and can be taken out only if one of his side 
succeeds in touching his hand. A number of prisoners 
may join hands and get nearer to their goal. Side having 
most prisoners wins. 

Rope Rush: 

Two opposing teams face each other in lines some 
twenty or thirty feet apart. A long rope is placed on 
floor midway between lines and parallel with them. At 
signal all rush for rope and begin to pull. Side wins 
which has more players on its side of dividing line at 
expiration of specified time. 

Rope Skip (Skipping Circle): 

Players in circle formation. One in center with long 
rope weighted slightly on outer end, lies on back and 
swings rope around in circle. Other players attempt to 
jump rope each time it comes around. Anyone caught by 
rope takes place of one in center. 

Scrimmage Ball: 

Players divided into two equal groups at opposite ends 
of gym or playing space. Basketball or soccer ball placed 
on floor midway between players. On signal players 
rush for ball and attempt to strike it with open hands, 
only and drive it through to opponent's goal, which may 
be indicated by upright posts, marks on wall, or other 
means. Many modifications may be used, such as having 
one goal keeper, or having half of team serve as goal 
keepers while other half play forwards, changing places 
after each goal, etc. Very attractive game for boys. 

Sharp Shooting: 

Players form line facing one player, the "Target," 



PLAYGROUND GAMES 99 

who stands with back turned, about fifteen feet from the 
line. A ball, tennis or basketball, is passed from one 
player to the other while "Target" counts ten. Player 
having it when ten is called throws it at the "Target." 
"Target" turns around quickly when hit and guesses who 
threw the ball. If guess is correct, the person guessed 
becomes the "Target." If "Target" is missed, person 
throwing the ball becomes "Target." 

Snatch the Handkerchief: 

Parallel lines are marked about fifty feet apart. Half 
way between lines on a stick is placed a handkerchief. 
Players divide, each side taking its place behind own 
line. At signal, player on right of each line runs to get 
handkerchief. One getting it is pursued by opponent. If 
caught, the one with the handkerchief is opponent's 
prisoner. If not caught, the opponent is prisoner. Side 
having most prisoners wins. 
Square Tag: 

Group divided equally and placed at diagonal corners 
of a square. Each puts hands on shoulder of one in front 
of him. At signal lines begin to run around square, 
leader of each line trying to tag last one of other line. 
Each tag counts a score and lines go back to starting 
place. Time limit is four minutes. 

Swat the Kaiser (Towel Tag) {Beetle is Out) (Whip Tag): 

Players in circle, facing in, hands held behind, eyes 
fixed on center of circle or kept closed. "It" runs around 
outside of circle and places knotted towel in hands of 
some player who immediately starts chasing player next 
on his right, around circle, with privilege of beating 
him with towel until he gets back to starting point. 
One holding towel then puts it in hands of another player 
and game continues. 



lOO GAMES AND PROGRAMS 

Third Man: 

Players form circle, two deep, partners standing three 
feet apart facing each other. Odd player is chased by 
chaser. Odd player must dart between two people of a 
couple, whereupon the outside player toward whom his 
back is turned must run. 

Three Deep: 

Two concentric circles are formed. Same as Third 
Man, except odd player runs in front of two players, 
making the third man at the back the runner. See also 
Partner Tag. 

Broncho Tag: 

Is an interesting modification of Three Deep, in which 
player in rear clasps hands around waist of player in 
front, and tries to prevent runner stopping in front of 
his partner by jerking partner away as runner ap- 
proaches. Player in front tries to assist runner. Obvi- 
ously, suitable only for boys or girls alone. 

Touch Ball: 

Circle is formed, players standing shoulder to shoulder. 
One player remains outside circle and tries to touch an 
indoor or basketball that circle passes from one player to 
another. Player having ball when it is touched becomes 
"It." Player dropping ball gets some penalty. Forma- 
tion may be reversed, with "It" inside, and other players 
facing out. 

Weavers: 

Circles are formed, two or three groups competing. One 
person from each circle is chosen starter. Starters drop 
out and others clasp hands. At given signal each starter 
weaves in and out under arms of his group. When he 
reaches his place again the one to his right is weaver, and 
so on. The circle wins who gets back to its starter first. 



CHAPTER X 
RELAY RACES 

A LARGE number of standard and novelty relays are 
described here in very brief fashion. They are merely 
suggestive, and the intelligent leader will be able to 
formulate many of his own of a similar nature. 

The relay is one of the most attractive forms of com- 
petitive games for the adolescent, the pre-adolescent, and 
the adult as well. It is full of the keenest interest and 
suspense. 

Because of this keen spirit of competition it is very 
important that great care be observed in the conduct of 
all relays. 

Relay Formations 

Dividing into teams: 

1. Appoint captains to choose up sides. 

2. Line up along the wall, and count off by twos, 
threes, or fours, according to number of teams desired. 
Then let ones take two paces forward; twos, four; threes, 
six; and fours, eight. Then have aU four teams close up 
to the right or left. 

3. March in single file down center of room turning 
right and left alternately at end of room. This will form 
two equal divisions which may be divided further in 
same manner. 

For further suggestions look up the section for dividing 
a company into groups. For regular class work regular 
teams should be maintained. Teams should be chosen 
from natural divisions if possible, such as classes, rooms, 
etc. 

zoi 



I02 GAMES AND PROGRAMS 

Methods of Conducting Relay Races: 

1. Straightaway. Requires either a circular track or 
a distance equal to the total length of race. Men are 
stationed at intervals of fifty to one hundred and fifty 
yards apart. 

2. A modification of the first method is to have teams 
line up in a single file or column behind starting line. 
The first man runs to goal line and back, touching off 
second man as he returns. 

3. The Shuttle Relay. Divide teams into two equal 
groups which are placed facing each other at opposite 
ends of track. On signal, number one of each team runs 
to opposite end and touches off (or hands baton to) 
number two, who runs and touches off number three, and 
so on until aU have run. 

4. The Circle Relay. Teams stand in circle. Run 
around circle and touch off next man. Sometimes the 
two teams form one circle. This keeps the distance 
uniform for both teams, and also adds to the interest 
when one runner passes another. For certain relays 
mentioned below, one circle is formed in which the mem- 
bers of the two teams alternate. In fact, the circle is 
first formed, and then they count off by twos to form 
teams. 

Events 

(The following races are run off by the second method 
given above.) 

Indian Club Relays (Basketballs, volley balls, medicine balls, 
footballs, stones, or potatoes may be substituted except where 
equipment is underlined) : 

I. Teams in stride position. Head men pass club back 
between legs. End men receive club, carry to head of 
file, and pass back. Race is won as captain returns to 
head of file. 



RELAY RACES 103 

2. As in No. I, except pass over head instead of be- 
tween legs. 

3. As in No. I, only carry ball between knees to head 
of line. 

4. As in No. I, only butt ball with head to end of line. 

5. As in No. I, only run in and out to position at 
head of file. 

6. As in No. i, only end men run to goal and throw 
ball back to head man. Race is won as ball thrown by 
head man crosses the starting line. 

7. As in No. 6, only punt ball instead of throw. 

8. As in No. 6, only dropkick ball instead of throw. 

9. Carry, one at a time, six Indian clubs from circle 
back of starting line to six circles ahead. The second 
man gathers them up. Clubs must stand up. Race won 
as last man crosses starting line. (This is often run with 
potatoes, or Iblocks, taking them from a basket and 
placing them on crosses.) 

10. Transfer clubs between two tangent circles. (Some- 
times the club is simply knocked down by "i" and stood 
up by "2.") 

The above races may be varied by walking, hurdling, 
hopping, skipping, jumping, running around and over 
obstacles, running on aU fours, etc. The shuttle form may 
be used also in 9 and 10, one division scattering, trans- 
ferring, or knocking over the clubs; and the other divi- 
sion replacing them. 

Novelty Relay Races (teams in column or Hie formation): 

Automobile: 

Two or more files contesting. Run around file, return 
to position and touch off next player. 

Chariot: 

Column of chariots, that is, two men abreast with 



I04 GAMES AND PROGRAMS 

inner arms locked. Driver in back holds outer arms for 
lines. 

Centipede: 

Players ten feet apart in file, "i" runs to "2" and 
locks step; in this manner the whole line is picked up 
and then runs to the goal. 

Caterpillar: 

"i" places hands on knees. "2" holds "i" by the 
ankles, and head between legs, rest of players in same 
position as "2." Run to goal. (Or all players straddle 
long pole.) 

Crab: 

Run on all fours, face turned upward. 

Couple: 

Run in couples instead of singly, arms locked. 

Equipment: 

Run to goal, stopping midway, leaving certain articles 
of clothing, such as shoes, coat, etc. On return stop and 
put them back on. Touch off "2." 

Forward Roll Relay: 

In relay formation, with one or two mats placed in 
front of each team half way to goal. Each runner turns 
forward roll on way to goal, and sprints back to next 
player. Many modifications may be introduced. 

Hoop Relay: 

Pass hoop over body, then hand to next player who 
does same, etc. 

Jumping (For distance) : 
"i" jumps as far as possible. 



RELAY RACES 105 

jumps, etc. The side wins which jumps farthest. (This 
is also run off by the shuttle method, one team jumping 
forward and the other jumping back. If the last man 
jumps over the starting line, his side wins; if he does not, 
the other side wins.) 

Jump stick: 

"i" and "2" holding stick close to floor, run down 
file. Members jump over stick, "i" remains at foot of 
line. "2" and "3" repeat performance, etc. 

Leap frog: 

Players four feet apart. Race is won as last man goes 
over. 

Monkey: 

Run on all fours to goal and return. (Also positions 
shown in Eskimo race and Eskimo jumping races may 
be used.) 

Message Relay: 

Players in relay formation. First player stationed at 
finish line, where he is given message of some nature. 
Teams may all be given same or different messages. On 
signal player runs to starting point and grasps arm of 
next player and leads him on run to finish line, repeating 
message to him in whisper on way. Second player then 
runs back and repeats message to next player in similar 
fashion. Continue for all players. Side wins which 
finishes first with message correct. 

Obstacle: 

Four men in front of file ten feet apart, "i" erect, 
"2" as for leap frog, "3" erect, and "4" astride. Runner 
goes aroimd "i," over "2," around "3," and under "4." 
(Any number of kinds of obstacles may be used.) 



io6 GAMES AND PROGRAMS 

Passing the Hun: 

Double file, facing each other. Grasp hands with per- 
son opposite you. Man runs from line, jumps into arms, 
and is passed, down file. Another man at foot helps 
Hun land safely. 

Pony Express: 

Players ten feet apart. Rider changes horses without 
touching floor. Rides last horse to goal. 

Rescue: 

"i" carries "2" on back to goal. "2" returns and 
carries "3," and so on until aU reach the goal. 

Rescue (Double): 

"i" and "2" clasp hands and carry "3." "2" and 
"3" return and carry "4," etc. 

Shoes and Stockings: 

Shoes and stockings in a row behind goal, "i" runs 
and puts his on, returns and touches off "2," etc. 

Skin Snake: 

Stride position. Reach right hand back through legs 
and grasp left hand of man in rear. Last man lies down, 
column moves back, and members lie down until all are 
down. Then captain gets up and moves forward pulling 
up whole line after him. 

Spry: 

Teams stand on outside of large circle, in line; cap- 
tains in small circle in middle. Toss ball (bean bags) 
back and forth to all members of team. Last man to get 
baU runs to center circle and becomes captain. When 
the original captain returns to center he calls "Spry," 
and race is won. 



REL\Y RACES 107 

Towd: 

Tie towel around neck. Clap three times. Untie and 
pass to next player. 

Under the Mat Relay: 
In relay formation, with mat placed crosswise in 
front of each team halfway to goal. Each runner crawls 
under mat on way to goal, and sprints back to next 
player. Corners of mats may be held down by other 
players if desired. 

Wheelbarrow: 

"i" acts as "2's" wheelbarrow (legs handles; arms the 
wheel). Run to goal. "2" returns and acts as wheel- 
barrow for "3," etc. 

Comic Races (suitable for picnics, etc.): 

Awkward Eating Races: 

Apples on paper on floor. Eat with hands behind 
back. 

Apples or crackers suspended from ceiling. Eat, hands 
tied behind back. 

Blackberry pie. Pies on chairs. Eat. Hands tied in 
back. 

Crackers placed in mouths of contestants. Eat with- 
out using hands. 

Drinking: Girl feeds boy glass of water spoonful at a 
time. Then sing "Yankee Doodle." 

Milk: See who can drain a baby's milk bottle first. 

Tug-o-war for prune: Prune in middle of long string. 
Each contestant takes one end of string in mouth and 
chews it up to prune. Do not use hands. 

Darkness: 

Blindfolded, race length of room with aid of cane. 



io8 GAMES AND PROGRAMS 

Nails: 

See which girl can drive most nails in given time. 

Sewing: 

See which boy can sew most buttons on cloth in given 
time. Must also thread his own needle. 

Sack Race: 
Race with legs inside gunny sack. 

Three Legged Race: 

Couples run with inside legs tied together. 

Types for Racing: 

Fat men, skinny men, short men, long men, married 
men, and single men. 

Wand Race: 

Race to goal balancing wand on fingei^ 
(Also look up Novelty Relay Races. Most of these 
are adapted to individual races.) 



CHAPTER XI 

PHYSICAL STUNTS 

The individual and dual physical stunts listed here 
will be found especially attractive to boys of all ages, 
and are admirable for use at "stag-dos," boys' dubs, 
Stunt Nights, hikes, etc., as well as in regular class or 
playground work. The appeal to the physical prowess 
of the boy is very keen. 

Individual Stunts 
Ankle Throw: 

Toss object over head from behind with feet. Catch 
with hands as it comes down. 

Backsliding: 

Hands palm to palm behind back. Twist upward and 
inward. 

Catch Penny: 

Elbow raised level of shoulders, hand toward chest. 
Place penny on elbow. Drop elbow and catch penny in 
hand. 

Dog Jump: 

Jump over stick held in hands, or through clasped 
hands. 

Eskimo Race: 

Run on all fours, keeping knees stiff. 
Eskimo Jumping Race: 

Arms folded, knees rigid, feet together. Gk) forward 
in short jumps. 

109 



no GAMES AND PROGRAMS 

Hand Clasp: 

Reach one hand over shoulder and grasp with other 
from behind. 

Head Spring: 

Toe line two feet from wall, chair between, lean for- 
ward, head against wall. Pick up chair and recover. 

Heel-and-Toe Spring: 

Bend forward grasping toes. Jump backward across 
line and vice versa. 

Hurdle: 

Place left foot against wall knee-high. Jump over leg 
with right foot without removing left from wall. 

Lath and Plaster: 
Rub head and pat chest, w vice versa. 

Pick Me Up: 

Stand back to wall. Pick up object from floor without 
moving heels. 

Pick Up Spoon: 

Kneel, place forearm on floor, fingers extended, place 
spoon at end of fingers. Now put hands behind back, 
bend forward and pick up spoon with teeth. 

PicJc Up Book: 

Standing on one foot and holding other behind, lean 
forward and pick up with teeth, book, or magazine 
standing on end. 

Pray Do: 

Toe line, kneel down and get up without using hands 
or moving feet. 

Stenographer: 
Write name while describing circle with foot. 



PHYSICAL STUNTS in 

Stork: 

Stand against wall with side, cheek, hip, and foot 
touching it. Place outer foot on inner knee. 

Thumb Spring: 

Place thumbs against walls, move back. By pushing 
thumbs against walls recover position. (The palms are 
often used instead of the thumbs.) 
Tight Rope: 

Walk line looking through large end of field glass. 
Water Fall: 

Carry glass of water on head while walking across 
room rapidly. 

Wooden Soldier: 
With arms folded, lie down and get up. 

Wriggle Walk: 

Heels together, toes out. Raise right heel and left toe 
and move in same direction. Then left heel and right 
toe, etc. 

Dual Feats and Contests 
Arms' Length Tag: 

Arm extended. Try to touch opponent on body with- 
out being touched in return. 

Attack: 

Standing on one foot, arms behind back, shoulder op- 
ponent until he puts other foot on floor. 

Blindfold Boxing-Match: 

Men kneel on mat, blindfolded, and each places left 
hand on book on mat. Take turns striking at each other. 

Boundary Tug: 
Two lines and wand. Pull opponent across. 



112 GAMES AND PROGRAMS 

Chinese Duel: 

Two men bKndfolded, and each with a paper club, lie 
on floor face downward holding with left hands to cap. 
Take turns swatting each other. 

Chinese Get Up: 

Two persons sitting on floor back to back, and arms 
locked, try to get up. 

Dog Collar: 

Two on hands and knees; heads inside leather coUar. 
Pull opponent across line. Do not slip head from collar. 

Dizzy Izzy: 

Player puts head down on top of cane or bat, doses 
eyes and circles around cane five times, or more. He then 
stands up and tries to walk rapidly along a straight line. 

Falling Soldier: 

Players stand in line. Leader has them stretch right 
arm forward, then left arm forward, then kneel on one 
knee, keeping arms out. While in this position, leader 
shoves one at head of line against his neighbor, tJius 
knocking entire line over like nine pins. 

Hot Hand: 

One player stoops over and covers his face with his 
hands. (Better to have his face held in lap of another 
seated player.) Remainder of boys gather around him, 
and one of them swats him with the open hand, while 
other players crowd around to prevent recognition. 
Player who was down has three guesses at his assailant, 
and if he fails to guess him, must go down again. If he 
succeeds, they exchange places. 

Double hot-hand is played on the uninitiated, by 
having two men go down. The one who knows the game 



PHYSICAL STUNTS 113 

rises and swats the other one, then pretenas to have been 
hard hit himself. This sometimes continues indefinitely 
without discovery. 

A French modification of the American hot-hand con- 
sists of holding the right hand open under the left arm, 
while shielding the eyes with the left hand and turning 
the head away. The crowd stands at the back, and some- 
one hits open hand with his open hand. Same rules 
apply as above. 

Handcuff: 

1. Tie right wrist of one person to left wrist of other. 
Then tie opposite wrists in same way, crossing strings. 
Untangle strings without untying or breaking. 

2. A's wrists are tied together. Then tie B's wrists 
together crossing strings with A. Untangle without; 
breaking or untying. 

Hoi Tie: 

Tie opponent's feet with three foot rope. 
Hand Wrestle: 

Opponents face each other. Left directly behind right 
foot. Grasp right hands and overbalance opponent. 
Keep left hand behind back. Do not touch opponent 
except with right hand. 

Hats Off: 

Knock off opponent's hat, using open hand. 
Harlequin Wrestle: 

On one leg, right hands clasped; make opponent lower 
foot to floor. 

Hello Mike: 

Opponents lie blindfolded, face downward, heads one 
foot apart. Number one says, "Hello, Mike, are you 



114 GAMES AND PROGRAMS 

there?" Number two answers, "I am." Number one 
takes a swing at him. Then comes number two's turn. 
Players must have boxing gloves. 

Indian Wrestle: 

Opponents on backs, right shoulders together, legs in 
opposite direction, right arms locked, raise legs; on 
signal, hook feet together and roll opponent over on 
face. 

Jug Handle: 

Tips of fingers touching across chest. Opponent tries 
to pull fingers apart. (No jerks.) 

Knee-and-Toe Wrestle: 

Squat position, stick under knees, arms clasped around 
knees under stick. Get toes under opponent and roll 
him over. 

Long Reach: 

Toe line, lean forward resting on one hand. With 
chalk draw Une as far out as possible. Recover without 
touching floor second time with hand. 

Lost Equilibrium: 

Stand about two feet from, and facing opponent, on 
either one or both feet. Holding hands up in front of 
body try to strike opponent's hands forcibly enough to 
throw him off balance, without losing own balance. One 
hand may be used, striking either forward or laterally. 

Lunge and Hop Fight: 

One man in lunge position with one foot in circle. 
Opponent on one foot in circle. Overbalance. 

Push and Pull: 

Two lines five feet apart, opponents inside lines grasp- 
ing ends of two wands. Push or pull opponent over line. 



PHYSICAL STUNTS 115 

Rooster Fight: 

Six-foot ring. Grasp ankles. Tip opponent over or 
make him loosen grasp by shouldering. Stay inside 
circle. 
Shoulder Shove: 

Eight-foot circle; five men on one leg and arms folded, 
shoulder a sixth man out of circle. If they lose balance, 
they must drop out of game. 

Smudge Boxing: 

Box with gloves covered with black smudge. Other 
boxing contests are (i) Boxing, contestants standing in 
barrels. (2) Blindfold contestants. Tie with ropes so 
that they can barely touch each other. Then move them 
back and, unaware to the players, shorten ropes. Then 
tell them to go after each other. A third party may give 
players a biff on the nose now and then to add to the 
interest. 

Strength Test: 

Players sit on opposite sides of tables. Elbows on 
table. Lock wrists and try to force opponents' hands 
down to table. 

Wand and Toe Wrestle: 

Contestants sit on floor facing each other. Knees 
flexed, toes touching, wand grasped with both hands. 
Pull opponent up and over line. 

Wand Twist: 

One man tries to twist wand out of horizontal position, 
opponent resisting. 

Wand Wrestle: 

Wand held in vertical position. Opponent tries to pull 
it down to shoulder height. 



BIBLIOGRAPHY 

Bailey, Carolyn, Children's Book of Games and Parties. 
Baker, G. D., Indoor Games and Socials for Boys. 
Bancroft, Jessie H., Games for the Playground, Home, 

School, and Gymnasium. 
Barse, Mary, Games for All Occasions. 
Bartholomew, Marshall M. and Lawrence, Robert, Music 

for Everybody. 
Beard, Lina, Handicraft and Recreation for Girls. 
Benson, J. K., Book of Indoor Games. 
Benton, Rita, Bible Plays. 
Benton, Rita, Shorter Bible Plays. 
Bemheimer, Charles S., Boys' Clubs. 
Blain, M. E., Games for Hallowe'en. 
Bricker, Garland, Solving the Country Church Problem. 
Brummitt, Dan R., Epworth League Methods. 
Buck, Winifred, Boys' Self-Governing Clubs. 
Biimell, Mrs. Caroline, Easy Entertaining. 

Camp, Walter, Athletes All. 
Chesley, A. M., Social Activities for Men and Boys. 
Crozier, Gladys, Indoor Games for Children; Children's 
Parties. 

Dawson, Mary, Mary Dawson Game Book; The Book of 
Entertainments and Frolics; The Book of Parties and 
Pastimes. 

Day, Lillian P., Social Entertainments. 

Dew, Louise, Entertainments for All Occasions. 

DicMnscGi, D., How to Entertain Your Guests. 

Earp, Edwin L., Rural Social Organization. 
Eastman, Charlotte, One Hundred Entertainments. 

11.7 



ii8 BIBLIOGRAPHY 

Ebright, Homer Kingsley, Recreation for Young and Old. 
Edwards, R. H., Popular Amusements. 

Fisher, Dorothy, What Shall We Do Nowf 
Fisher, Geo. J., Army and Navy Athletic Handbook. 
Forbush, William B., Manual of Play. 

Gates, Herbert W., Recreation and the Church. 

Geister, Edna, Ice-Breakers. 

Glover, Ellye H., Dame Curtesy's Book of Games for 

Children; Dame Curtesy's Book of Novel Entertainments; 

Dame Curtesy's Book of Guessing Contests. 

Hall, Mrs. Florence M., Handbook of Hospitality for Town 

and Coptntry. 
Hofmann, May C., Games for Everybody. 
HoUister, H. E., Parlor Games. 

Johnson, G. E., Education by Plays and Games. 

Kingsland, Mrs. Burton, Book of Indoor and Outdoor 
Games. 

Laughlin, Clara E., The Complete Hostess. 

Leverton, Mrs. E. W., Little Entertainments and How to 

Manage Them. 
Linscott, Mrs. Herbert B., Bright Ideas for Entertaining. 
Lucas, E. V. and E., Three Hundred Games and Pastimes. 

Meredith, William V., Pageantry and Dramatics in Re- 
ligious Education. 
Merriman, Effie, Socials. 

Miller, Elizabeth, Dramatisation of Bible Stories. 
Mott, Mrs. Hamilton, Home Games and Parties. 
Moxcey, Mary E., Good Times for Girls. 

National War Work Council, Community Recreation. 
Newell, W. W., Games and Songs of American Children, 



BIBLIOGRAPHY 119 

Owen, Ethel, A Year of Recreation. 

Pierce, Paul, Novel Suggestions for Social Occasions. 

Reisner, Christian, Social Plans for Young People. 
Richardson, Norman E., The Church at Play. 

Sheppard, Melvin, Physical Education and Athletic Games. 
Stecher, W. A., Games and Dances. 

Thompson, James V., Hand Book for Workers with Young 
People. 

Vogt, Paul L., Church Cooperation in Community Life. 

Wells, Amos R., Social Evenings; Social to Save. 
White, Mary, Book of Games. 

White, Mary and Sara, Children's Games and Parties. 
Wolcott, Theresa H., The Book of Games and Parties. 



INDEX 



A Co-ed's Troubles, 86 
Advertising, 85 
Advertisement Party, 60 
Afraid of the Water, 85 
Alphabetical Division, 28 
Alphabet Social, 61 
Animals, 25 
Animal Alphabet, 41 
Ankle Throw, 109 
April Fool's Party, 71 
Arm's Length Tag, 11 1 
Attack, III 

Automobile Relay, 103 
Automobile Party, 60 
Autographs, 25 
Awkward Eating Races, 

Backward Party, 61 
Backsliding, 109 
Backward Hope Hurdle 

55 
Backward Walk, 55 
Balloon Goal, 33 
Beast, Bird, Fish, 41 
Bean Dropping, 53 
Bean Extracting, 55 
Bibliography, 117 
Bidding for Partners, 29 
Black and White, 93 
Blind Animals, 25 
Blind Obstacle, 55 
Blindfold Boxing Match, 
Blo^ It, 54 
Bombardment, 93 
Bonnet Bee, 62 



Books and Authors, 26 
Book and Umbrella Race, 55 
Bottle Balance, 54 
Boundary Tug, 11 1 
Bride and Groom, 86 
Broad Jump, 59 
Broken Quotations, 28 
Broncho Tag, 100 
Bull in the Ring, 94 
Buzz, 41 

Cake Game, 47 

Candle Race, 55 

Cap Tag, 94 

Catch Penny, 109 
107 Catch of Fish, 33 

Catch the Cane, 34 

Caterpillar, 34 

Caterpillar Relay, 104 
Race, Celebrities, 29 

Centipede Relay, 104 

Chair Race, 55 

Chairless Partners, 29 

Chain Tug of War, 94 

Chariot Relay, 103 

Chew the String, 54 

Chinese Duel, 112 

Chinese Get-up, 112 

Chips, 94 

Christmas Parties, 72 

Circle Stride Ball, 95 
III Circle Tag, 34 

Clairvoyant, 87 

Clothes Hanging Race, 56 

Club Snatch, 34 
121 



I 



122 



INDEX 



Cobwebs, 30 
College Party, 66 
Comic Stories, 50 
Composite Animals, 47 
Couple Relay, 104 
Crab Relay, 104 
Crazy Stories, 42 
Cross Questions, 42 
Crossed Scissors, 42 
Curtain Ball, 35 

Darkness Race, 107 

Deer Stalkings, 35 

Descriptions, 26 

Dime Gift, 26 

Discus, S9 

Dividing into Teams, lOi 

Dizzy Izzy, II2 

Dodge Ball, 95 

Dog Collar, 112 

Dog Jumpj 109 

Do This, Do That, 42 

Dot Menagerie, 48 

Drain the Bottle, 56 

Drawing Names, 30 

Dwarf Exhibit, 87 

Egg and Spoon Race, 54 
Elopement, 56 
Enveloped Partners, 30 
Equipment Relay, 104 
Eskimo Race, 109 
Eskimo Jumping Race, 109 

Fad Party, 62 
Falling Soldier, 112 
Family Party, 38 
Fan It, 54 
Feed the Blind, 56 
Flower Social, 63 



Flowery Romance, 48 
Fly Away, 43 
Folding Chair, 56 
Forward Roll Relay, 104 
Fourth of July Party, 73 
Fox, 35 

Geographic Party, 63 
Going to Jerusalem, 35 
Goops, The, 88 
Grand March, 30 

Halloween Party, 75 

Handcuff, 113 

Hand Wrestle, 113 

Hard Time Party, 64 

Harlequin Wrestle, 113 

Hats Off, 113 

Have You Seen My Sheep? 36 

Head Spring, no 

He Can Do Little, 43 

Heel and Toe Spring, 1 10 

Hello Mike! 113 

Hickey Pickey, 43 

Hidden Flowers, 49 

High Jump, 59 

Hill Dill, 95 

Hit and Miss, 30 

Hobble Hurdle, 56 

Hog Tie, 113 

Hoop Relay, 104 

Hopping Water, 54 

Horns, 43 

Hot Hand, 112 

House Picnic, 64 

Hound and Rabbit, 95 

Humming Birds and Snake, 36 

Hunt the Fox, 96 

Hunt the Ring, 43 

Huntsman, 44 

Hurdle, no 



INDEX 



123 



I Love My Love, 44 
Impersonations, 88 
Impromptu Artists, 88 
Indian Club Relays, 102 
Indian Wrestle, 114 
Inflated Bag Race, 57 
Italian Grand Opera, 88 

Jacob and Rachel, 2^ 
Japanese Tag, 96 
Javelin Throw, 59 
Jug Handle, 114 
Jumping Relay, 104 
Jump Stick Relay, lOS 

Keep Moving, 37 

Kid Party, 65 

Knee and Toe Wrestle, 114 

Knife Balance, 57 

Last Couple Out, ^y 
Lath and Plaster, no 
Leap Frog Relay, 105 
Library, 28, 30 
Lightning, 44 

Lincoln's Birthday Party, 76 
Literary Evenings, 65 
Long Reach, 114 
Lost Equilibrium, 114 
Lost Handkerchief, 37 
Lunge and Hop Fight, 114 
Lyceum Bureau, 89 

Marching, 30 

Matching, 29, 30 

Mat Tag, 96 

Maze Tag, ^y 

Message Relay, 105 

Methods of Conducting Relay 

Races, 102 
Mind Reading, 89 



Monkey Relay, 105 
Mother Goose Social, 68 
Musical Evenings, 66 
Musical Instruments, 44 
Musical Gymnasts, 89 
My Ship, 45 

Nail Race, 108 

Name Twisting, 26 

Nation Contest, 49 

National Evenings, 68 

Neighbors, 26 

Newspaper, 50 

New Year's Day Party, yy 

Novels, 50 

Novelty Relay Races, 103 

Numbering Off, 29 

Nut Contests, 49 

Obstacle Relay, 105 
Old Fashioned Party, 68 
Old Times School Party, 69 

Panacea for All Ills, 89 

Paper Race, 57 

Parcel Post, 38 

Partner Tag, 38 

Passing Objects, 38 

Passing the Hun Relay, 106 

Pencil Balance, 54 

Pick Me Up, no 

Pick Up Spoon, no 

Pick Up Book, no 

Pied Names of Presidents, 51 

Pie Race, 57 

Pig in a Hole, 97 

Pillow Hurdle Race, 57 

Pipe Organ, 90 

Poison Snake, 97 

Pop-ity-pop, 45 



124 



INDEX 



Pole Vault, 59 
Pony Express Relay, io6 
Pray Do, no 
Prisoner's Base, 97 
Program Cards, 31 
Progressive Conversation, 27 
Progressive Party, 69 
P's and Q's, 45 
Push and Pull, 114 

Quaker Meeting, 47 

Receiving Line, 27 
Rescue Relay, 106 
Rooster Fight, I IS 
Rope Rush, 98 
Rope Skip, 98 

Sack Bust, 57 

Sack Race, 58, 108 

Sack Shake, 27 

Saint Patrick's Day, 79 

Scandal, 46 

Score Cards, 29 

Scrapbooks, 27 

Scrimmage Ball, 98 

Sculptor, 39 

Sculptors, 46 

Selection, 31 

Sewing Race, 108 

Sharp Shooting, 98 

Shoe Hunt, 31 

Shoes and Stockings Relay, 

106 
Shot Put, s8 
Shoulder Shove, 115 
Similar Acts, 31 
Skin Snake Relay, 106 
Slang, 50 
Slipper Slap, 39 



Smudge Boxing, 115 

Snatch the Handkerchief, 99 

Spry Relay, 106 

Square Tag, 99 

Squirrel in Trees, 39 

Stage Scene, 90 

Statues, 46 

State Outlines, 31 

States' Party, 70 

Stenographer, no 

Still Pond, 40 

Stork, III 

Strength Tests, 115 

Stuntification, 31 

Swat the Kaiser, 99 

Symphony Orchestra, 31 

Teakettle, 46 
Telegrams, 50 

Thanksgiving Day Party, 80 
Third Man, 100 
This Is My Nose, 46 
Thread the Needle, 58 
Three Deep, 100 
Three-legged race, 108 
Thumb Spring, ni 
Tight Rope, iii 
Touch Ball, 100 
Towel Relay, 107 
Travel, 50 
Triple Change, 40 
Triple Obstacle Race, 58 
Tucker Wants a Wife, 27 
Turtle, s8 
Types for Racing, 108 

Under the Mat Relay, 107 

Valentine's Day Party, 82 
Valentine Partners, 32 
Ventriloquism, 92 



INDEX 

Walk the Chalk Line, 58 Wheelbarrow Relay, 107 

Wand and Toe Wrestle, 115 Whistle It, 54 

Wand Race, 108 Wolf and Sheepfold, 40 

Wand Twist, 115 Wooden Soldiers, lii 

Wand Wrestle, 1 15 Word Making, 50 

Washington's Birthday Party, Wriggle Walk, m 

83 
Waterfall, in 

Weavers, 100 Yes or No, 28 



125 



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